2951 lines
63 KiB
JavaScript
2951 lines
63 KiB
JavaScript
import {
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AmbientLight,
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AnimationClip,
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Bone,
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BufferGeometry,
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ClampToEdgeWrapping,
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Color,
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ColorManagement,
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DirectionalLight,
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DoubleSide,
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Float32BufferAttribute,
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FrontSide,
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Group,
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InterpolateBezier,
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InterpolateDiscrete,
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Line,
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LineBasicMaterial,
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LineSegments,
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Loader,
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MathUtils,
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Matrix4,
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Mesh,
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MeshBasicMaterial,
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MeshLambertMaterial,
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MeshPhongMaterial,
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OrthographicCamera,
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PerspectiveCamera,
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PointLight,
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Quaternion,
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QuaternionKeyframeTrack,
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RepeatWrapping,
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Skeleton,
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SkinnedMesh,
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SpotLight,
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Vector2,
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Vector3,
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VectorKeyframeTrack,
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SRGBColorSpace
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} from 'three';
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import { getElementsByTagName, parseFloats } from './ColladaParser.js';
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/**
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* ColladaComposer converts parsed library data into Three.js objects.
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*/
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class ColladaComposer {
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constructor( library, collada, textureLoader, tgaLoader ) {
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this.library = library;
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this.collada = collada;
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this.textureLoader = textureLoader;
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this.tgaLoader = tgaLoader;
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this.tempColor = new Color();
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this.animations = [];
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this.kinematics = {};
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// Reusable objects for animation
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this.position = new Vector3();
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this.scale = new Vector3();
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this.quaternion = new Quaternion();
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this.matrix = new Matrix4();
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// Storage for deferred pivot animation data
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// Nodes with pivot transforms need all their animation channels collected
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// before building tracks, as channels may be split across animation elements
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this.deferredPivotAnimations = {};
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// Storage for transform node hierarchy
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// Maps nodeId -> transformSid -> Object3D for animation targeting
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this.transformNodes = {};
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}
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compose() {
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const library = this.library;
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this.buildLibrary( library.animations, this.buildAnimation.bind( this ) );
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this.buildLibrary( library.clips, this.buildAnimationClip.bind( this ) );
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this.buildLibrary( library.controllers, this.buildController.bind( this ) );
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this.buildLibrary( library.images, this.buildImage.bind( this ) );
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this.buildLibrary( library.effects, this.buildEffect.bind( this ) );
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this.buildLibrary( library.materials, this.buildMaterial.bind( this ) );
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this.buildLibrary( library.cameras, this.buildCamera.bind( this ) );
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this.buildLibrary( library.lights, this.buildLight.bind( this ) );
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this.buildLibrary( library.geometries, this.buildGeometry.bind( this ) );
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this.buildLibrary( library.visualScenes, this.buildVisualScene.bind( this ) );
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this.setupAnimations();
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this.setupKinematics();
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const scene = this.parseScene( getElementsByTagName( this.collada, 'scene' )[ 0 ] );
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scene.animations = this.animations;
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return {
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scene: scene,
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animations: this.animations,
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kinematics: this.kinematics
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};
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}
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buildLibrary( data, builder ) {
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for ( const name in data ) {
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const object = data[ name ];
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object.build = builder( data[ name ] );
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}
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}
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getBuild( data, builder ) {
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if ( data.build !== undefined ) return data.build;
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data.build = builder( data );
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return data.build;
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}
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isEmpty( object ) {
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return Object.keys( object ).length === 0;
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}
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buildAnimation( data ) {
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const tracks = [];
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const channels = data.channels;
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const samplers = data.samplers;
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const sources = data.sources;
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const aggregated = this.aggregateAnimationChannels( channels, samplers, sources );
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for ( const nodeId in aggregated ) {
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const nodeData = this.library.nodes[ nodeId ];
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if ( ! nodeData ) continue;
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const nodeChannels = aggregated[ nodeId ];
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if ( this.hasPivotTransforms( nodeData ) ) {
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// Defer - nodes haven't been built yet
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this.collectDeferredPivotAnimation( nodeId, nodeChannels );
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} else {
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const object3D = this.getNode( nodeId );
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let rotationTrackBuilt = false;
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for ( const sid in nodeChannels ) {
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const transformType = nodeData.transforms[ sid ];
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const transformInfo = nodeData.transformData[ sid ];
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const channelData = nodeChannels[ sid ];
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switch ( transformType ) {
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case 'matrix':
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this.buildMatrixTracks( object3D, channelData, nodeData, tracks );
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break;
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case 'translate':
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this.buildTranslateTrack( object3D, channelData, transformInfo, tracks );
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break;
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case 'rotate':
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if ( ! rotationTrackBuilt ) {
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this.buildRotateTrack( object3D, sid, channelData, transformInfo, nodeData, tracks );
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rotationTrackBuilt = true;
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}
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break;
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case 'scale':
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this.buildScaleTrack( object3D, channelData, transformInfo, tracks );
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break;
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}
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}
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}
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}
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return tracks;
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}
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collectDeferredPivotAnimation( nodeId, nodeChannels ) {
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if ( ! this.deferredPivotAnimations[ nodeId ] ) {
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this.deferredPivotAnimations[ nodeId ] = {};
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}
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const deferred = this.deferredPivotAnimations[ nodeId ];
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for ( const sid in nodeChannels ) {
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if ( ! deferred[ sid ] ) {
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deferred[ sid ] = {};
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}
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for ( const member in nodeChannels[ sid ] ) {
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deferred[ sid ][ member ] = nodeChannels[ sid ][ member ];
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}
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}
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}
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hasPivotTransforms( nodeData ) {
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const pivotSids = [
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'rotatePivot', 'rotatePivotInverse', 'rotatePivotTranslation',
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'scalePivot', 'scalePivotInverse', 'scalePivotTranslation'
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];
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for ( const sid of pivotSids ) {
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if ( nodeData.transforms[ sid ] !== undefined ) {
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return true;
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}
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}
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return false;
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}
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getAnimation( id ) {
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return this.getBuild( this.library.animations[ id ], this.buildAnimation.bind( this ) );
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}
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aggregateAnimationChannels( channels, samplers, sources ) {
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const aggregated = {};
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for ( const target in channels ) {
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if ( ! channels.hasOwnProperty( target ) ) continue;
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const channel = channels[ target ];
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const sampler = samplers[ channel.sampler ];
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const inputId = sampler.inputs.INPUT;
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const outputId = sampler.inputs.OUTPUT;
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const inputSource = sources[ inputId ];
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const outputSource = sources[ outputId ];
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const interpolationId = sampler.inputs.INTERPOLATION;
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const inTangentId = sampler.inputs.IN_TANGENT;
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const outTangentId = sampler.inputs.OUT_TANGENT;
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const interpolationSource = interpolationId ? sources[ interpolationId ] : null;
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const inTangentSource = inTangentId ? sources[ inTangentId ] : null;
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const outTangentSource = outTangentId ? sources[ outTangentId ] : null;
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const nodeId = channel.id;
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const sid = channel.sid;
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const member = channel.member || 'default';
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if ( ! aggregated[ nodeId ] ) aggregated[ nodeId ] = {};
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if ( ! aggregated[ nodeId ][ sid ] ) aggregated[ nodeId ][ sid ] = {};
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aggregated[ nodeId ][ sid ][ member ] = {
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times: inputSource.array,
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values: outputSource.array,
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stride: outputSource.stride,
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arraySyntax: channel.arraySyntax,
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indices: channel.indices,
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interpolation: interpolationSource ? interpolationSource.array : null,
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inTangent: inTangentSource ? inTangentSource.array : null,
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outTangent: outTangentSource ? outTangentSource.array : null,
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inTangentStride: inTangentSource ? inTangentSource.stride : 0,
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outTangentStride: outTangentSource ? outTangentSource.stride : 0
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};
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}
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return aggregated;
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}
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buildMatrixTracks( object3D, channelData, nodeData, tracks ) {
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const defaultMatrix = nodeData.matrix.clone().transpose();
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const data = {};
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for ( const member in channelData ) {
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const component = channelData[ member ];
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const times = component.times;
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const values = component.values;
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const stride = component.stride;
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for ( let i = 0, il = times.length; i < il; i ++ ) {
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const time = times[ i ];
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const valueOffset = i * stride;
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if ( data[ time ] === undefined ) data[ time ] = {};
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if ( component.arraySyntax === true ) {
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const value = values[ valueOffset ];
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const index = component.indices[ 0 ] + 4 * component.indices[ 1 ];
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data[ time ][ index ] = value;
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} else {
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for ( let j = 0; j < stride; j ++ ) {
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data[ time ][ j ] = values[ valueOffset + j ];
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}
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}
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}
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}
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const keyframes = this.prepareAnimationData( data, defaultMatrix );
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const animation = { name: object3D.uuid, keyframes: keyframes };
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this.createKeyframeTracks( animation, tracks );
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}
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buildTranslateTrack( object3D, channelData, transformInfo, tracks ) {
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if ( channelData.default && channelData.default.stride === 3 ) {
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const data = channelData.default;
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const times = Array.from( data.times );
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const values = Array.from( data.values );
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const track = new VectorKeyframeTrack(
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object3D.uuid + '.position',
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times,
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values
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);
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const interpolationInfo = this.getInterpolationInfo( channelData );
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this.applyInterpolation( track, interpolationInfo, channelData );
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tracks.push( track );
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return;
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}
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const times = this.getTimesForAllAxes( channelData );
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if ( times.length === 0 ) return;
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const values = [];
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const interpolationInfo = this.getInterpolationInfo( channelData );
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for ( let i = 0; i < times.length; i ++ ) {
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const time = times[ i ];
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const x = this.getValueAtTime( channelData.X, time, transformInfo.x );
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const y = this.getValueAtTime( channelData.Y, time, transformInfo.y );
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const z = this.getValueAtTime( channelData.Z, time, transformInfo.z );
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values.push( x, y, z );
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}
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const track = new VectorKeyframeTrack(
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object3D.uuid + '.position',
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times,
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values
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);
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this.applyInterpolation( track, interpolationInfo );
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tracks.push( track );
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}
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buildRotateTrack( object3D, sid, channelData, transformInfo, nodeData, tracks ) {
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const angleData = channelData.ANGLE || channelData.default;
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if ( ! angleData ) return;
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const times = Array.from( angleData.times );
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if ( times.length === 0 ) return;
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// Collect all rotations to compose them in order
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const rotations = [];
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for ( const transformSid of nodeData.transformOrder ) {
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const transformType = nodeData.transforms[ transformSid ];
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if ( transformType === 'rotate' ) {
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const info = nodeData.transformData[ transformSid ];
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rotations.push( {
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sid: transformSid,
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axis: new Vector3( info.axis[ 0 ], info.axis[ 1 ], info.axis[ 2 ] ),
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defaultAngle: info.angle
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} );
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}
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}
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const quaternion = new Quaternion();
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const prevQuaternion = new Quaternion();
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const tempQuat = new Quaternion();
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const values = [];
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const interpolationInfo = this.getInterpolationInfo( channelData );
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for ( let i = 0; i < times.length; i ++ ) {
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const time = times[ i ];
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quaternion.identity();
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for ( const rotation of rotations ) {
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let angleDegrees;
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if ( rotation.sid === sid ) {
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angleDegrees = this.getValueAtTime( angleData, time, rotation.defaultAngle );
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} else {
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angleDegrees = rotation.defaultAngle;
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}
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const angleRadians = MathUtils.degToRad( angleDegrees );
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tempQuat.setFromAxisAngle( rotation.axis, angleRadians );
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quaternion.multiply( tempQuat );
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}
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// Ensure quaternion continuity
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if ( i > 0 && prevQuaternion.dot( quaternion ) < 0 ) {
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quaternion.x = - quaternion.x;
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quaternion.y = - quaternion.y;
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quaternion.z = - quaternion.z;
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quaternion.w = - quaternion.w;
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}
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prevQuaternion.copy( quaternion );
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values.push( quaternion.x, quaternion.y, quaternion.z, quaternion.w );
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}
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const track = new QuaternionKeyframeTrack(
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object3D.uuid + '.quaternion',
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times,
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values
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);
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this.applyInterpolation( track, interpolationInfo );
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tracks.push( track );
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}
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buildScaleTrack( object3D, channelData, transformInfo, tracks ) {
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if ( channelData.default && channelData.default.stride === 3 ) {
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const data = channelData.default;
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const times = Array.from( data.times );
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const values = Array.from( data.values );
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const track = new VectorKeyframeTrack(
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object3D.uuid + '.scale',
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times,
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values
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);
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const interpolationInfo = this.getInterpolationInfo( channelData );
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this.applyInterpolation( track, interpolationInfo, channelData );
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tracks.push( track );
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return;
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}
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const times = this.getTimesForAllAxes( channelData );
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if ( times.length === 0 ) return;
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const values = [];
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const interpolationInfo = this.getInterpolationInfo( channelData );
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for ( let i = 0; i < times.length; i ++ ) {
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const time = times[ i ];
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const x = this.getValueAtTime( channelData.X, time, transformInfo.x );
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const y = this.getValueAtTime( channelData.Y, time, transformInfo.y );
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const z = this.getValueAtTime( channelData.Z, time, transformInfo.z );
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values.push( x, y, z );
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}
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const track = new VectorKeyframeTrack(
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object3D.uuid + '.scale',
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times,
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values
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);
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this.applyInterpolation( track, interpolationInfo );
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tracks.push( track );
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}
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getTimesForAllAxes( channelData ) {
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let times = [];
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if ( channelData.X ) times = times.concat( Array.from( channelData.X.times ) );
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if ( channelData.Y ) times = times.concat( Array.from( channelData.Y.times ) );
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if ( channelData.Z ) times = times.concat( Array.from( channelData.Z.times ) );
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if ( channelData.ANGLE ) times = times.concat( Array.from( channelData.ANGLE.times ) );
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if ( channelData.default ) times = times.concat( Array.from( channelData.default.times ) );
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times = [ ...new Set( times ) ].sort( ( a, b ) => a - b );
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return times;
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}
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getValueAtTime( componentData, time, defaultValue ) {
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if ( ! componentData ) return defaultValue;
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const times = componentData.times;
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const values = componentData.values;
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const interpolation = componentData.interpolation;
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for ( let i = 0; i < times.length; i ++ ) {
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if ( times[ i ] === time ) {
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return values[ i ];
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}
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if ( times[ i ] > time ) {
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if ( i === 0 ) {
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return values[ 0 ];
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}
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const i0 = i - 1;
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const i1 = i;
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const t0 = times[ i0 ];
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const t1 = times[ i1 ];
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const v0 = values[ i0 ];
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const v1 = values[ i1 ];
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const interp = interpolation ? interpolation[ i0 ] : 'LINEAR';
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if ( interp === 'STEP' ) {
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return v0;
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} else if ( interp === 'BEZIER' && componentData.inTangent && componentData.outTangent ) {
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return this.evaluateBezierComponent( componentData, i0, i1, t0, t1, time );
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} else {
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const t = ( time - t0 ) / ( t1 - t0 );
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return v0 + t * ( v1 - v0 );
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}
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}
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}
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return values[ values.length - 1 ];
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}
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evaluateBezierComponent( componentData, i0, i1, t0, t1, time ) {
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const values = componentData.values;
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const inTangent = componentData.inTangent;
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const outTangent = componentData.outTangent;
|
|
const tangentStride = componentData.inTangentStride || 1;
|
|
|
|
const v0 = values[ i0 ];
|
|
const v1 = values[ i1 ];
|
|
|
|
let c0x, c0y, c1x, c1y;
|
|
|
|
if ( tangentStride === 2 ) {
|
|
|
|
c0x = outTangent[ i0 * 2 ];
|
|
c0y = outTangent[ i0 * 2 + 1 ];
|
|
c1x = inTangent[ i1 * 2 ];
|
|
c1y = inTangent[ i1 * 2 + 1 ];
|
|
|
|
} else {
|
|
|
|
c0x = t0 + ( t1 - t0 ) / 3;
|
|
c0y = outTangent[ i0 ];
|
|
c1x = t1 - ( t1 - t0 ) / 3;
|
|
c1y = inTangent[ i1 ];
|
|
|
|
}
|
|
|
|
// Newton-Raphson to solve Bx(s) = time
|
|
let s = ( time - t0 ) / ( t1 - t0 );
|
|
|
|
for ( let iter = 0; iter < 8; iter ++ ) {
|
|
|
|
const s2 = s * s;
|
|
const s3 = s2 * s;
|
|
const oneMinusS = 1 - s;
|
|
const oneMinusS2 = oneMinusS * oneMinusS;
|
|
const oneMinusS3 = oneMinusS2 * oneMinusS;
|
|
|
|
const bx = oneMinusS3 * t0 + 3 * oneMinusS2 * s * c0x + 3 * oneMinusS * s2 * c1x + s3 * t1;
|
|
const dbx = 3 * oneMinusS2 * ( c0x - t0 ) + 6 * oneMinusS * s * ( c1x - c0x ) + 3 * s2 * ( t1 - c1x );
|
|
|
|
if ( Math.abs( dbx ) < 1e-10 ) break;
|
|
|
|
const error = bx - time;
|
|
if ( Math.abs( error ) < 1e-10 ) break;
|
|
|
|
s = s - error / dbx;
|
|
s = Math.max( 0, Math.min( 1, s ) );
|
|
|
|
}
|
|
|
|
const s2 = s * s;
|
|
const s3 = s2 * s;
|
|
const oneMinusS = 1 - s;
|
|
const oneMinusS2 = oneMinusS * oneMinusS;
|
|
const oneMinusS3 = oneMinusS2 * oneMinusS;
|
|
|
|
return oneMinusS3 * v0 + 3 * oneMinusS2 * s * c0y + 3 * oneMinusS * s2 * c1y + s3 * v1;
|
|
|
|
}
|
|
|
|
getInterpolationInfo( channelData ) {
|
|
|
|
const components = [ 'X', 'Y', 'Z', 'ANGLE', 'default' ];
|
|
let interpolationType = null;
|
|
let isUniform = true;
|
|
|
|
for ( const comp of components ) {
|
|
|
|
const data = channelData[ comp ];
|
|
if ( ! data || ! data.interpolation ) continue;
|
|
|
|
const interpArray = data.interpolation;
|
|
|
|
for ( let i = 0; i < interpArray.length; i ++ ) {
|
|
|
|
const interp = interpArray[ i ];
|
|
|
|
if ( interpolationType === null ) {
|
|
|
|
interpolationType = interp;
|
|
|
|
} else if ( interp !== interpolationType ) {
|
|
|
|
isUniform = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return {
|
|
type: interpolationType || 'LINEAR',
|
|
uniform: isUniform
|
|
};
|
|
|
|
}
|
|
|
|
applyInterpolation( track, interpolationInfo, channelData = null ) {
|
|
|
|
if ( interpolationInfo.type === 'STEP' && interpolationInfo.uniform ) {
|
|
|
|
track.setInterpolation( InterpolateDiscrete );
|
|
|
|
} else if ( interpolationInfo.type === 'BEZIER' && interpolationInfo.uniform && channelData ) {
|
|
|
|
const data = channelData.default;
|
|
|
|
if ( data && data.inTangent && data.outTangent ) {
|
|
|
|
track.setInterpolation( InterpolateBezier );
|
|
track.settings = {
|
|
inTangents: new Float32Array( data.inTangent ),
|
|
outTangents: new Float32Array( data.outTangent )
|
|
};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
prepareAnimationData( data, defaultMatrix ) {
|
|
|
|
const keyframes = [];
|
|
|
|
for ( const time in data ) {
|
|
|
|
keyframes.push( { time: parseFloat( time ), value: data[ time ] } );
|
|
|
|
}
|
|
|
|
keyframes.sort( ( a, b ) => a.time - b.time );
|
|
|
|
for ( let i = 0; i < 16; i ++ ) {
|
|
|
|
this.transformAnimationData( keyframes, i, defaultMatrix.elements[ i ] );
|
|
|
|
}
|
|
|
|
return keyframes;
|
|
|
|
}
|
|
|
|
createKeyframeTracks( animation, tracks ) {
|
|
|
|
const keyframes = animation.keyframes;
|
|
const name = animation.name;
|
|
|
|
const times = [];
|
|
const positionData = [];
|
|
const quaternionData = [];
|
|
const scaleData = [];
|
|
|
|
const position = this.position;
|
|
const quaternion = this.quaternion;
|
|
const scale = this.scale;
|
|
const matrix = this.matrix;
|
|
|
|
for ( let i = 0, l = keyframes.length; i < l; i ++ ) {
|
|
|
|
const keyframe = keyframes[ i ];
|
|
|
|
const time = keyframe.time;
|
|
const value = keyframe.value;
|
|
|
|
matrix.fromArray( value ).transpose();
|
|
matrix.decompose( position, quaternion, scale );
|
|
|
|
times.push( time );
|
|
positionData.push( position.x, position.y, position.z );
|
|
quaternionData.push( quaternion.x, quaternion.y, quaternion.z, quaternion.w );
|
|
scaleData.push( scale.x, scale.y, scale.z );
|
|
|
|
}
|
|
|
|
if ( positionData.length > 0 ) tracks.push( new VectorKeyframeTrack( name + '.position', times, positionData ) );
|
|
if ( quaternionData.length > 0 ) tracks.push( new QuaternionKeyframeTrack( name + '.quaternion', times, quaternionData ) );
|
|
if ( scaleData.length > 0 ) tracks.push( new VectorKeyframeTrack( name + '.scale', times, scaleData ) );
|
|
|
|
return tracks;
|
|
|
|
}
|
|
|
|
transformAnimationData( keyframes, property, defaultValue ) {
|
|
|
|
let keyframe;
|
|
|
|
let empty = true;
|
|
let i, l;
|
|
|
|
// check, if values of a property are missing in our keyframes
|
|
|
|
for ( i = 0, l = keyframes.length; i < l; i ++ ) {
|
|
|
|
keyframe = keyframes[ i ];
|
|
|
|
if ( keyframe.value[ property ] === undefined ) {
|
|
|
|
keyframe.value[ property ] = null; // mark as missing
|
|
|
|
} else {
|
|
|
|
empty = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( empty === true ) {
|
|
|
|
// no values at all, so we set a default value
|
|
|
|
for ( i = 0, l = keyframes.length; i < l; i ++ ) {
|
|
|
|
keyframe = keyframes[ i ];
|
|
|
|
keyframe.value[ property ] = defaultValue;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// filling gaps
|
|
|
|
this.createMissingKeyframes( keyframes, property );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
createMissingKeyframes( keyframes, property ) {
|
|
|
|
let prev, next;
|
|
|
|
for ( let i = 0, l = keyframes.length; i < l; i ++ ) {
|
|
|
|
const keyframe = keyframes[ i ];
|
|
|
|
if ( keyframe.value[ property ] === null ) {
|
|
|
|
prev = this.getPrev( keyframes, i, property );
|
|
next = this.getNext( keyframes, i, property );
|
|
|
|
if ( prev === null ) {
|
|
|
|
keyframe.value[ property ] = next.value[ property ];
|
|
continue;
|
|
|
|
}
|
|
|
|
if ( next === null ) {
|
|
|
|
keyframe.value[ property ] = prev.value[ property ];
|
|
continue;
|
|
|
|
}
|
|
|
|
this.interpolate( keyframe, prev, next, property );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
getPrev( keyframes, i, property ) {
|
|
|
|
while ( i >= 0 ) {
|
|
|
|
const keyframe = keyframes[ i ];
|
|
|
|
if ( keyframe.value[ property ] !== null ) return keyframe;
|
|
|
|
i --;
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
getNext( keyframes, i, property ) {
|
|
|
|
while ( i < keyframes.length ) {
|
|
|
|
const keyframe = keyframes[ i ];
|
|
|
|
if ( keyframe.value[ property ] !== null ) return keyframe;
|
|
|
|
i ++;
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
interpolate( key, prev, next, property ) {
|
|
|
|
if ( ( next.time - prev.time ) === 0 ) {
|
|
|
|
key.value[ property ] = prev.value[ property ];
|
|
return;
|
|
|
|
}
|
|
|
|
key.value[ property ] = ( ( key.time - prev.time ) * ( next.value[ property ] - prev.value[ property ] ) / ( next.time - prev.time ) ) + prev.value[ property ];
|
|
|
|
}
|
|
|
|
|
|
buildAnimationClip( data ) {
|
|
|
|
const tracks = [];
|
|
|
|
const name = data.name;
|
|
const duration = ( data.end - data.start ) || - 1;
|
|
const animations = data.animations;
|
|
|
|
for ( let i = 0, il = animations.length; i < il; i ++ ) {
|
|
|
|
const animationTracks = this.getAnimation( animations[ i ] );
|
|
|
|
for ( let j = 0, jl = animationTracks.length; j < jl; j ++ ) {
|
|
|
|
tracks.push( animationTracks[ j ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return new AnimationClip( name, duration, tracks );
|
|
|
|
}
|
|
|
|
getAnimationClip( id ) {
|
|
|
|
return this.getBuild( this.library.clips[ id ], this.buildAnimationClip.bind( this ) );
|
|
|
|
}
|
|
|
|
|
|
buildController( data ) {
|
|
|
|
const build = {
|
|
id: data.id
|
|
};
|
|
|
|
const geometry = this.library.geometries[ build.id ];
|
|
|
|
if ( data.skin !== undefined ) {
|
|
|
|
build.skin = this.buildSkin( data.skin );
|
|
|
|
// we enhance the 'sources' property of the corresponding geometry with our skin data
|
|
|
|
geometry.sources.skinIndices = build.skin.indices;
|
|
geometry.sources.skinWeights = build.skin.weights;
|
|
|
|
}
|
|
|
|
return build;
|
|
|
|
}
|
|
|
|
buildSkin( data ) {
|
|
|
|
const BONE_LIMIT = 4;
|
|
|
|
const build = {
|
|
joints: [], // this must be an array to preserve the joint order
|
|
indices: {
|
|
array: [],
|
|
stride: BONE_LIMIT
|
|
},
|
|
weights: {
|
|
array: [],
|
|
stride: BONE_LIMIT
|
|
}
|
|
};
|
|
|
|
const sources = data.sources;
|
|
const vertexWeights = data.vertexWeights;
|
|
|
|
const vcount = vertexWeights.vcount;
|
|
const v = vertexWeights.v;
|
|
const jointOffset = vertexWeights.inputs.JOINT.offset;
|
|
const weightOffset = vertexWeights.inputs.WEIGHT.offset;
|
|
|
|
const jointSource = data.sources[ data.joints.inputs.JOINT ];
|
|
const inverseSource = data.sources[ data.joints.inputs.INV_BIND_MATRIX ];
|
|
|
|
const weights = sources[ vertexWeights.inputs.WEIGHT.id ].array;
|
|
let stride = 0;
|
|
|
|
let i, j, l;
|
|
|
|
// process skin data for each vertex
|
|
|
|
for ( i = 0, l = vcount.length; i < l; i ++ ) {
|
|
|
|
const jointCount = vcount[ i ]; // this is the amount of joints that affect a single vertex
|
|
const vertexSkinData = [];
|
|
|
|
for ( j = 0; j < jointCount; j ++ ) {
|
|
|
|
const skinIndex = v[ stride + jointOffset ];
|
|
const weightId = v[ stride + weightOffset ];
|
|
const skinWeight = weights[ weightId ];
|
|
|
|
vertexSkinData.push( { index: skinIndex, weight: skinWeight } );
|
|
|
|
stride += 2;
|
|
|
|
}
|
|
|
|
// we sort the joints in descending order based on the weights.
|
|
// this ensures, we only proceed the most important joints of the vertex
|
|
|
|
vertexSkinData.sort( descending );
|
|
|
|
// now we provide for each vertex a set of four index and weight values.
|
|
// the order of the skin data matches the order of vertices
|
|
|
|
for ( j = 0; j < BONE_LIMIT; j ++ ) {
|
|
|
|
const d = vertexSkinData[ j ];
|
|
|
|
if ( d !== undefined ) {
|
|
|
|
build.indices.array.push( d.index );
|
|
build.weights.array.push( d.weight );
|
|
|
|
} else {
|
|
|
|
build.indices.array.push( 0 );
|
|
build.weights.array.push( 0 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// setup bind matrix
|
|
|
|
if ( data.bindShapeMatrix ) {
|
|
|
|
build.bindMatrix = new Matrix4().fromArray( data.bindShapeMatrix ).transpose();
|
|
|
|
} else {
|
|
|
|
build.bindMatrix = new Matrix4().identity();
|
|
|
|
}
|
|
|
|
// process bones and inverse bind matrix data
|
|
|
|
for ( i = 0, l = jointSource.array.length; i < l; i ++ ) {
|
|
|
|
const name = jointSource.array[ i ];
|
|
const boneInverse = new Matrix4().fromArray( inverseSource.array, i * inverseSource.stride ).transpose();
|
|
|
|
build.joints.push( { name: name, boneInverse: boneInverse } );
|
|
|
|
}
|
|
|
|
return build;
|
|
|
|
// array sort function
|
|
|
|
function descending( a, b ) {
|
|
|
|
return b.weight - a.weight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
getController( id ) {
|
|
|
|
return this.getBuild( this.library.controllers[ id ], this.buildController.bind( this ) );
|
|
|
|
}
|
|
|
|
|
|
buildImage( data ) {
|
|
|
|
if ( data.build !== undefined ) return data.build;
|
|
|
|
return data.init_from;
|
|
|
|
}
|
|
|
|
getImage( id ) {
|
|
|
|
const data = this.library.images[ id ];
|
|
|
|
if ( data !== undefined ) {
|
|
|
|
return this.getBuild( data, this.buildImage.bind( this ) );
|
|
|
|
}
|
|
|
|
console.warn( 'THREE.ColladaLoader: Couldn\'t find image with ID:', id );
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
|
|
buildEffect( data ) {
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
getEffect( id ) {
|
|
|
|
return this.getBuild( this.library.effects[ id ], this.buildEffect.bind( this ) );
|
|
|
|
}
|
|
|
|
|
|
getTextureLoader( image ) {
|
|
|
|
let loader;
|
|
|
|
let extension = image.slice( ( image.lastIndexOf( '.' ) - 1 >>> 0 ) + 2 ); // http://www.jstips.co/en/javascript/get-file-extension/
|
|
extension = extension.toLowerCase();
|
|
|
|
switch ( extension ) {
|
|
|
|
case 'tga':
|
|
loader = this.tgaLoader;
|
|
break;
|
|
|
|
default:
|
|
loader = this.textureLoader;
|
|
|
|
}
|
|
|
|
return loader;
|
|
|
|
}
|
|
|
|
buildMaterial( data ) {
|
|
|
|
const effect = this.getEffect( data.url );
|
|
const technique = effect.profile.technique;
|
|
|
|
let material;
|
|
|
|
switch ( technique.type ) {
|
|
|
|
case 'phong':
|
|
case 'blinn':
|
|
material = new MeshPhongMaterial();
|
|
break;
|
|
|
|
case 'lambert':
|
|
material = new MeshLambertMaterial();
|
|
break;
|
|
|
|
default:
|
|
material = new MeshBasicMaterial();
|
|
break;
|
|
|
|
}
|
|
|
|
material.name = data.name || '';
|
|
|
|
const self = this;
|
|
|
|
function getTexture( textureObject, colorSpace = null ) {
|
|
|
|
const sampler = effect.profile.samplers[ textureObject.id ];
|
|
let image = null;
|
|
|
|
// get image
|
|
|
|
if ( sampler !== undefined ) {
|
|
|
|
const surface = effect.profile.surfaces[ sampler.source ];
|
|
image = self.getImage( surface.init_from );
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.ColladaLoader: Undefined sampler. Access image directly (see #12530).' );
|
|
image = self.getImage( textureObject.id );
|
|
|
|
}
|
|
|
|
// create texture if image is available
|
|
|
|
if ( image !== null ) {
|
|
|
|
const loader = self.getTextureLoader( image );
|
|
|
|
if ( loader !== undefined ) {
|
|
|
|
const texture = loader.load( image );
|
|
|
|
const extra = textureObject.extra;
|
|
|
|
if ( extra !== undefined && extra.technique !== undefined && self.isEmpty( extra.technique ) === false ) {
|
|
|
|
const technique = extra.technique;
|
|
|
|
texture.wrapS = technique.wrapU ? RepeatWrapping : ClampToEdgeWrapping;
|
|
texture.wrapT = technique.wrapV ? RepeatWrapping : ClampToEdgeWrapping;
|
|
|
|
texture.offset.set( technique.offsetU || 0, technique.offsetV || 0 );
|
|
texture.repeat.set( technique.repeatU || 1, technique.repeatV || 1 );
|
|
|
|
} else {
|
|
|
|
texture.wrapS = RepeatWrapping;
|
|
texture.wrapT = RepeatWrapping;
|
|
|
|
}
|
|
|
|
if ( colorSpace !== null ) {
|
|
|
|
texture.colorSpace = colorSpace;
|
|
|
|
}
|
|
|
|
return texture;
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.ColladaLoader: Loader for texture %s not found.', image );
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.ColladaLoader: Couldn\'t create texture with ID:', textureObject.id );
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
const parameters = technique.parameters;
|
|
|
|
for ( const key in parameters ) {
|
|
|
|
const parameter = parameters[ key ];
|
|
|
|
switch ( key ) {
|
|
|
|
case 'diffuse':
|
|
if ( parameter.color ) material.color.fromArray( parameter.color );
|
|
if ( parameter.texture ) material.map = getTexture( parameter.texture, SRGBColorSpace );
|
|
break;
|
|
case 'specular':
|
|
if ( parameter.color && material.specular ) material.specular.fromArray( parameter.color );
|
|
if ( parameter.texture ) material.specularMap = getTexture( parameter.texture );
|
|
break;
|
|
case 'bump':
|
|
if ( parameter.texture ) material.normalMap = getTexture( parameter.texture );
|
|
break;
|
|
case 'ambient':
|
|
if ( parameter.texture ) material.lightMap = getTexture( parameter.texture, SRGBColorSpace );
|
|
break;
|
|
case 'shininess':
|
|
if ( parameter.float && material.shininess ) material.shininess = parameter.float;
|
|
break;
|
|
case 'emission':
|
|
if ( parameter.color && material.emissive ) material.emissive.fromArray( parameter.color );
|
|
if ( parameter.texture ) material.emissiveMap = getTexture( parameter.texture, SRGBColorSpace );
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ColorManagement.colorSpaceToWorking( material.color, SRGBColorSpace );
|
|
if ( material.specular ) ColorManagement.colorSpaceToWorking( material.specular, SRGBColorSpace );
|
|
if ( material.emissive ) ColorManagement.colorSpaceToWorking( material.emissive, SRGBColorSpace );
|
|
|
|
//
|
|
|
|
let transparent = parameters[ 'transparent' ];
|
|
let transparency = parameters[ 'transparency' ];
|
|
|
|
// <transparency> does not exist but <transparent>
|
|
|
|
if ( transparency === undefined && transparent ) {
|
|
|
|
transparency = {
|
|
float: 1
|
|
};
|
|
|
|
}
|
|
|
|
// <transparent> does not exist but <transparency>
|
|
|
|
if ( transparent === undefined && transparency ) {
|
|
|
|
transparent = {
|
|
opaque: 'A_ONE',
|
|
data: {
|
|
color: [ 1, 1, 1, 1 ]
|
|
} };
|
|
|
|
}
|
|
|
|
if ( transparent && transparency ) {
|
|
|
|
// handle case if a texture exists but no color
|
|
|
|
if ( transparent.data.texture ) {
|
|
|
|
// we do not set an alpha map (see #13792)
|
|
|
|
material.transparent = true;
|
|
|
|
} else {
|
|
|
|
const color = transparent.data.color;
|
|
|
|
switch ( transparent.opaque ) {
|
|
|
|
case 'A_ONE':
|
|
material.opacity = color[ 3 ] * transparency.float;
|
|
break;
|
|
case 'RGB_ZERO':
|
|
material.opacity = 1 - ( color[ 0 ] * transparency.float );
|
|
break;
|
|
case 'A_ZERO':
|
|
material.opacity = 1 - ( color[ 3 ] * transparency.float );
|
|
break;
|
|
case 'RGB_ONE':
|
|
material.opacity = color[ 0 ] * transparency.float;
|
|
break;
|
|
default:
|
|
console.warn( 'THREE.ColladaLoader: Invalid opaque type "%s" of transparent tag.', transparent.opaque );
|
|
|
|
}
|
|
|
|
if ( material.opacity < 1 ) material.transparent = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
|
|
if ( technique.extra !== undefined && technique.extra.technique !== undefined ) {
|
|
|
|
const techniques = technique.extra.technique;
|
|
|
|
for ( const k in techniques ) {
|
|
|
|
const v = techniques[ k ];
|
|
|
|
switch ( k ) {
|
|
|
|
case 'double_sided':
|
|
material.side = ( v === 1 ? DoubleSide : FrontSide );
|
|
break;
|
|
|
|
case 'bump':
|
|
material.normalMap = getTexture( v.texture );
|
|
material.normalScale = new Vector2( 1, 1 );
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return material;
|
|
|
|
}
|
|
|
|
getMaterial( id ) {
|
|
|
|
return this.getBuild( this.library.materials[ id ], this.buildMaterial.bind( this ) );
|
|
|
|
}
|
|
|
|
|
|
buildCamera( data ) {
|
|
|
|
let camera;
|
|
|
|
switch ( data.optics.technique ) {
|
|
|
|
case 'perspective':
|
|
camera = new PerspectiveCamera(
|
|
data.optics.parameters.yfov,
|
|
data.optics.parameters.aspect_ratio,
|
|
data.optics.parameters.znear,
|
|
data.optics.parameters.zfar
|
|
);
|
|
break;
|
|
|
|
case 'orthographic':
|
|
let ymag = data.optics.parameters.ymag;
|
|
let xmag = data.optics.parameters.xmag;
|
|
const aspectRatio = data.optics.parameters.aspect_ratio;
|
|
|
|
xmag = ( xmag === undefined ) ? ( ymag * aspectRatio ) : xmag;
|
|
ymag = ( ymag === undefined ) ? ( xmag / aspectRatio ) : ymag;
|
|
|
|
xmag *= 0.5;
|
|
ymag *= 0.5;
|
|
|
|
camera = new OrthographicCamera(
|
|
- xmag, xmag, ymag, - ymag, // left, right, top, bottom
|
|
data.optics.parameters.znear,
|
|
data.optics.parameters.zfar
|
|
);
|
|
break;
|
|
|
|
default:
|
|
camera = new PerspectiveCamera();
|
|
break;
|
|
|
|
}
|
|
|
|
camera.name = data.name || '';
|
|
|
|
return camera;
|
|
|
|
}
|
|
|
|
getCamera( id ) {
|
|
|
|
const data = this.library.cameras[ id ];
|
|
|
|
if ( data !== undefined ) {
|
|
|
|
return this.getBuild( data, this.buildCamera.bind( this ) );
|
|
|
|
}
|
|
|
|
console.warn( 'THREE.ColladaLoader: Couldn\'t find camera with ID:', id );
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
|
|
buildLight( data ) {
|
|
|
|
let light;
|
|
|
|
switch ( data.technique ) {
|
|
|
|
case 'directional':
|
|
light = new DirectionalLight();
|
|
break;
|
|
|
|
case 'point':
|
|
light = new PointLight();
|
|
break;
|
|
|
|
case 'spot':
|
|
light = new SpotLight();
|
|
break;
|
|
|
|
case 'ambient':
|
|
light = new AmbientLight();
|
|
break;
|
|
|
|
}
|
|
|
|
if ( data.parameters.color ) light.color.copy( data.parameters.color );
|
|
if ( data.parameters.distance ) light.distance = data.parameters.distance;
|
|
if ( data.parameters.falloffAngle ) light.angle = MathUtils.degToRad( data.parameters.falloffAngle );
|
|
|
|
return light;
|
|
|
|
}
|
|
|
|
getLight( id ) {
|
|
|
|
const data = this.library.lights[ id ];
|
|
|
|
if ( data !== undefined ) {
|
|
|
|
return this.getBuild( data, this.buildLight.bind( this ) );
|
|
|
|
}
|
|
|
|
console.warn( 'THREE.ColladaLoader: Couldn\'t find light with ID:', id );
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
|
|
groupPrimitives( primitives ) {
|
|
|
|
const build = {};
|
|
|
|
for ( let i = 0; i < primitives.length; i ++ ) {
|
|
|
|
const primitive = primitives[ i ];
|
|
|
|
if ( build[ primitive.type ] === undefined ) build[ primitive.type ] = [];
|
|
|
|
build[ primitive.type ].push( primitive );
|
|
|
|
}
|
|
|
|
return build;
|
|
|
|
}
|
|
|
|
checkUVCoordinates( primitives ) {
|
|
|
|
let count = 0;
|
|
|
|
for ( let i = 0, l = primitives.length; i < l; i ++ ) {
|
|
|
|
const primitive = primitives[ i ];
|
|
|
|
if ( primitive.hasUV === true ) {
|
|
|
|
count ++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( count > 0 && count < primitives.length ) {
|
|
|
|
primitives.uvsNeedsFix = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
buildGeometry( data ) {
|
|
|
|
const build = {};
|
|
|
|
const sources = data.sources;
|
|
const vertices = data.vertices;
|
|
const primitives = data.primitives;
|
|
|
|
if ( primitives.length === 0 ) return {};
|
|
|
|
// our goal is to create one buffer geometry for a single type of primitives
|
|
// first, we group all primitives by their type
|
|
|
|
const groupedPrimitives = this.groupPrimitives( primitives );
|
|
|
|
for ( const type in groupedPrimitives ) {
|
|
|
|
const primitiveType = groupedPrimitives[ type ];
|
|
|
|
// second, ensure consistent uv coordinates for each type of primitives (polylist,triangles or lines)
|
|
|
|
this.checkUVCoordinates( primitiveType );
|
|
|
|
// third, create a buffer geometry for each type of primitives
|
|
|
|
build[ type ] = this.buildGeometryType( primitiveType, sources, vertices );
|
|
|
|
}
|
|
|
|
return build;
|
|
|
|
}
|
|
|
|
buildGeometryType( primitives, sources, vertices ) {
|
|
|
|
const build = {};
|
|
|
|
const position = { array: [], stride: 0 };
|
|
const normal = { array: [], stride: 0 };
|
|
const uv = { array: [], stride: 0 };
|
|
const uv1 = { array: [], stride: 0 };
|
|
const color = { array: [], stride: 0 };
|
|
|
|
const skinIndex = { array: [], stride: 4 };
|
|
const skinWeight = { array: [], stride: 4 };
|
|
|
|
const geometry = new BufferGeometry();
|
|
|
|
const materialKeys = [];
|
|
|
|
let start = 0;
|
|
|
|
for ( let p = 0; p < primitives.length; p ++ ) {
|
|
|
|
const primitive = primitives[ p ];
|
|
const inputs = primitive.inputs;
|
|
|
|
// groups
|
|
|
|
let count = 0;
|
|
|
|
switch ( primitive.type ) {
|
|
|
|
case 'lines':
|
|
case 'linestrips':
|
|
count = primitive.count * 2;
|
|
break;
|
|
|
|
case 'triangles':
|
|
count = primitive.count * 3;
|
|
break;
|
|
|
|
case 'polylist':
|
|
|
|
for ( let g = 0; g < primitive.count; g ++ ) {
|
|
|
|
const vc = primitive.vcount[ g ];
|
|
|
|
switch ( vc ) {
|
|
|
|
case 3:
|
|
count += 3; // single triangle
|
|
break;
|
|
|
|
case 4:
|
|
count += 6; // quad, subdivided into two triangles
|
|
break;
|
|
|
|
default:
|
|
count += ( vc - 2 ) * 3; // polylist with more than four vertices
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
console.warn( 'THREE.ColladaLoader: Unknown primitive type:', primitive.type );
|
|
|
|
}
|
|
|
|
geometry.addGroup( start, count, p );
|
|
start += count;
|
|
|
|
// material
|
|
|
|
if ( primitive.material ) {
|
|
|
|
materialKeys.push( primitive.material );
|
|
|
|
}
|
|
|
|
// geometry data
|
|
|
|
for ( const name in inputs ) {
|
|
|
|
const input = inputs[ name ];
|
|
|
|
switch ( name ) {
|
|
|
|
case 'VERTEX':
|
|
for ( const key in vertices ) {
|
|
|
|
const id = vertices[ key ];
|
|
|
|
switch ( key ) {
|
|
|
|
case 'POSITION':
|
|
const prevLength = position.array.length;
|
|
this.buildGeometryData( primitive, sources[ id ], input.offset, position.array );
|
|
position.stride = sources[ id ].stride;
|
|
|
|
if ( sources.skinWeights && sources.skinIndices ) {
|
|
|
|
this.buildGeometryData( primitive, sources.skinIndices, input.offset, skinIndex.array );
|
|
this.buildGeometryData( primitive, sources.skinWeights, input.offset, skinWeight.array );
|
|
|
|
}
|
|
|
|
// see #3803
|
|
|
|
if ( primitive.hasUV === false && primitives.uvsNeedsFix === true ) {
|
|
|
|
const count = ( position.array.length - prevLength ) / position.stride;
|
|
|
|
for ( let i = 0; i < count; i ++ ) {
|
|
|
|
// fill missing uv coordinates
|
|
|
|
uv.array.push( 0, 0 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'NORMAL':
|
|
this.buildGeometryData( primitive, sources[ id ], input.offset, normal.array );
|
|
normal.stride = sources[ id ].stride;
|
|
break;
|
|
|
|
case 'COLOR':
|
|
this.buildGeometryData( primitive, sources[ id ], input.offset, color.array );
|
|
color.stride = sources[ id ].stride;
|
|
break;
|
|
|
|
case 'TEXCOORD':
|
|
this.buildGeometryData( primitive, sources[ id ], input.offset, uv.array );
|
|
uv.stride = sources[ id ].stride;
|
|
break;
|
|
|
|
case 'TEXCOORD1':
|
|
this.buildGeometryData( primitive, sources[ id ], input.offset, uv1.array );
|
|
uv.stride = sources[ id ].stride;
|
|
break;
|
|
|
|
default:
|
|
console.warn( 'THREE.ColladaLoader: Semantic "%s" not handled in geometry build process.', key );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'NORMAL':
|
|
this.buildGeometryData( primitive, sources[ input.id ], input.offset, normal.array );
|
|
normal.stride = sources[ input.id ].stride;
|
|
break;
|
|
|
|
case 'COLOR':
|
|
this.buildGeometryData( primitive, sources[ input.id ], input.offset, color.array, true );
|
|
color.stride = sources[ input.id ].stride;
|
|
break;
|
|
|
|
case 'TEXCOORD':
|
|
this.buildGeometryData( primitive, sources[ input.id ], input.offset, uv.array );
|
|
uv.stride = sources[ input.id ].stride;
|
|
break;
|
|
|
|
case 'TEXCOORD1':
|
|
this.buildGeometryData( primitive, sources[ input.id ], input.offset, uv1.array );
|
|
uv1.stride = sources[ input.id ].stride;
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
if ( position.array.length > 0 ) geometry.setAttribute( 'position', new Float32BufferAttribute( position.array, position.stride ) );
|
|
if ( normal.array.length > 0 ) geometry.setAttribute( 'normal', new Float32BufferAttribute( normal.array, normal.stride ) );
|
|
if ( color.array.length > 0 ) geometry.setAttribute( 'color', new Float32BufferAttribute( color.array, color.stride ) );
|
|
if ( uv.array.length > 0 ) geometry.setAttribute( 'uv', new Float32BufferAttribute( uv.array, uv.stride ) );
|
|
if ( uv1.array.length > 0 ) geometry.setAttribute( 'uv1', new Float32BufferAttribute( uv1.array, uv1.stride ) );
|
|
|
|
if ( skinIndex.array.length > 0 ) geometry.setAttribute( 'skinIndex', new Float32BufferAttribute( skinIndex.array, skinIndex.stride ) );
|
|
if ( skinWeight.array.length > 0 ) geometry.setAttribute( 'skinWeight', new Float32BufferAttribute( skinWeight.array, skinWeight.stride ) );
|
|
|
|
build.data = geometry;
|
|
build.type = primitives[ 0 ].type;
|
|
build.materialKeys = materialKeys;
|
|
|
|
return build;
|
|
|
|
}
|
|
|
|
buildGeometryData( primitive, source, offset, array, isColor = false ) {
|
|
|
|
const indices = primitive.p;
|
|
const stride = primitive.stride;
|
|
const vcount = primitive.vcount;
|
|
|
|
const tempColor = this.tempColor;
|
|
|
|
function pushVector( i ) {
|
|
|
|
let index = indices[ i + offset ] * sourceStride;
|
|
const length = index + sourceStride;
|
|
|
|
for ( ; index < length; index ++ ) {
|
|
|
|
array.push( sourceArray[ index ] );
|
|
|
|
}
|
|
|
|
if ( isColor ) {
|
|
|
|
// convert the vertex colors from srgb to linear if present
|
|
const startIndex = array.length - sourceStride - 1;
|
|
tempColor.setRGB(
|
|
array[ startIndex + 0 ],
|
|
array[ startIndex + 1 ],
|
|
array[ startIndex + 2 ],
|
|
SRGBColorSpace
|
|
);
|
|
|
|
array[ startIndex + 0 ] = tempColor.r;
|
|
array[ startIndex + 1 ] = tempColor.g;
|
|
array[ startIndex + 2 ] = tempColor.b;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
const sourceArray = source.array;
|
|
const sourceStride = source.stride;
|
|
|
|
if ( primitive.vcount !== undefined ) {
|
|
|
|
let index = 0;
|
|
|
|
for ( let i = 0, l = vcount.length; i < l; i ++ ) {
|
|
|
|
const count = vcount[ i ];
|
|
|
|
if ( count === 4 ) {
|
|
|
|
const a = index + stride * 0;
|
|
const b = index + stride * 1;
|
|
const c = index + stride * 2;
|
|
const d = index + stride * 3;
|
|
|
|
pushVector( a ); pushVector( b ); pushVector( d );
|
|
pushVector( b ); pushVector( c ); pushVector( d );
|
|
|
|
} else if ( count === 3 ) {
|
|
|
|
const a = index + stride * 0;
|
|
const b = index + stride * 1;
|
|
const c = index + stride * 2;
|
|
|
|
pushVector( a ); pushVector( b ); pushVector( c );
|
|
|
|
} else if ( count > 4 ) {
|
|
|
|
for ( let k = 1, kl = ( count - 2 ); k <= kl; k ++ ) {
|
|
|
|
const a = index + stride * 0;
|
|
const b = index + stride * k;
|
|
const c = index + stride * ( k + 1 );
|
|
|
|
pushVector( a ); pushVector( b ); pushVector( c );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
index += stride * count;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for ( let i = 0, l = indices.length; i < l; i += stride ) {
|
|
|
|
pushVector( i );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
getGeometry( id ) {
|
|
|
|
return this.getBuild( this.library.geometries[ id ], this.buildGeometry.bind( this ) );
|
|
|
|
}
|
|
|
|
|
|
buildKinematicsModel( data ) {
|
|
|
|
if ( data.build !== undefined ) return data.build;
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
getKinematicsModel( id ) {
|
|
|
|
return this.getBuild( this.library.kinematicsModels[ id ], this.buildKinematicsModel.bind( this ) );
|
|
|
|
}
|
|
|
|
buildKinematicsScene( data ) {
|
|
|
|
if ( data.build !== undefined ) return data.build;
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
getKinematicsScene( id ) {
|
|
|
|
return this.getBuild( this.library.kinematicsScenes[ id ], this.buildKinematicsScene.bind( this ) );
|
|
|
|
}
|
|
|
|
setupKinematics() {
|
|
|
|
const kinematicsModelId = Object.keys( this.library.kinematicsModels )[ 0 ];
|
|
const kinematicsSceneId = Object.keys( this.library.kinematicsScenes )[ 0 ];
|
|
const visualSceneId = Object.keys( this.library.visualScenes )[ 0 ];
|
|
|
|
if ( kinematicsModelId === undefined || kinematicsSceneId === undefined ) return;
|
|
|
|
const kinematicsModel = this.getKinematicsModel( kinematicsModelId );
|
|
const kinematicsScene = this.getKinematicsScene( kinematicsSceneId );
|
|
const visualScene = this.getVisualScene( visualSceneId );
|
|
|
|
const bindJointAxis = kinematicsScene.bindJointAxis;
|
|
const jointMap = {};
|
|
|
|
const collada = this.collada;
|
|
const self = this;
|
|
|
|
for ( let i = 0, l = bindJointAxis.length; i < l; i ++ ) {
|
|
|
|
const axis = bindJointAxis[ i ];
|
|
|
|
// the result of the following query is an element of type 'translate', 'rotate','scale' or 'matrix'
|
|
|
|
const targetElement = collada.querySelector( '[sid="' + axis.target + '"]' );
|
|
|
|
if ( targetElement ) {
|
|
|
|
// get the parent of the transform element
|
|
|
|
const parentVisualElement = targetElement.parentElement;
|
|
|
|
// connect the joint of the kinematics model with the element in the visual scene
|
|
|
|
connect( axis.jointIndex, parentVisualElement );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function connect( jointIndex, visualElement ) {
|
|
|
|
const visualElementName = visualElement.getAttribute( 'name' );
|
|
const joint = kinematicsModel.joints[ jointIndex ];
|
|
const transforms = self.buildTransformList( visualElement );
|
|
|
|
visualScene.traverse( function ( object ) {
|
|
|
|
if ( object.name === visualElementName ) {
|
|
|
|
jointMap[ jointIndex ] = {
|
|
object: object,
|
|
transforms: transforms,
|
|
joint: joint,
|
|
position: joint.zeroPosition
|
|
};
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
}
|
|
|
|
const m0 = new Matrix4();
|
|
const matrix = this.matrix;
|
|
|
|
this.kinematics = {
|
|
|
|
joints: kinematicsModel && kinematicsModel.joints,
|
|
|
|
getJointValue: function ( jointIndex ) {
|
|
|
|
const jointData = jointMap[ jointIndex ];
|
|
|
|
if ( jointData ) {
|
|
|
|
return jointData.position;
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' doesn\'t exist.' );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setJointValue: function ( jointIndex, value ) {
|
|
|
|
const jointData = jointMap[ jointIndex ];
|
|
|
|
if ( jointData ) {
|
|
|
|
const joint = jointData.joint;
|
|
|
|
if ( value > joint.limits.max || value < joint.limits.min ) {
|
|
|
|
console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' value ' + value + ' outside of limits (min: ' + joint.limits.min + ', max: ' + joint.limits.max + ').' );
|
|
|
|
} else if ( joint.static ) {
|
|
|
|
console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' is static.' );
|
|
|
|
} else {
|
|
|
|
const object = jointData.object;
|
|
const axis = joint.axis;
|
|
const transforms = jointData.transforms;
|
|
|
|
matrix.identity();
|
|
|
|
// each update, we have to apply all transforms in the correct order
|
|
|
|
for ( let i = 0; i < transforms.length; i ++ ) {
|
|
|
|
const transform = transforms[ i ];
|
|
|
|
// if there is a connection of the transform node with a joint, apply the joint value
|
|
|
|
if ( transform.sid && transform.sid.indexOf( jointIndex ) !== - 1 ) {
|
|
|
|
switch ( joint.type ) {
|
|
|
|
case 'revolute':
|
|
matrix.multiply( m0.makeRotationAxis( axis, MathUtils.degToRad( value ) ) );
|
|
break;
|
|
|
|
case 'prismatic':
|
|
matrix.multiply( m0.makeTranslation( axis.x * value, axis.y * value, axis.z * value ) );
|
|
break;
|
|
|
|
default:
|
|
console.warn( 'THREE.ColladaLoader: Unknown joint type: ' + joint.type );
|
|
break;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
switch ( transform.type ) {
|
|
|
|
case 'matrix':
|
|
matrix.multiply( transform.obj );
|
|
break;
|
|
|
|
case 'translate':
|
|
matrix.multiply( m0.makeTranslation( transform.obj.x, transform.obj.y, transform.obj.z ) );
|
|
break;
|
|
|
|
case 'scale':
|
|
matrix.scale( transform.obj );
|
|
break;
|
|
|
|
case 'rotate':
|
|
matrix.multiply( m0.makeRotationAxis( transform.obj, transform.angle ) );
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
object.matrix.copy( matrix );
|
|
object.matrix.decompose( object.position, object.quaternion, object.scale );
|
|
|
|
jointMap[ jointIndex ].position = value;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' does not exist.' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
buildTransformList( node ) {
|
|
|
|
const transforms = [];
|
|
|
|
const xml = this.collada.querySelector( '[id="' + node.id + '"]' );
|
|
|
|
for ( let i = 0; i < xml.childNodes.length; i ++ ) {
|
|
|
|
const child = xml.childNodes[ i ];
|
|
|
|
if ( child.nodeType !== 1 ) continue;
|
|
|
|
let array, vector;
|
|
|
|
switch ( child.nodeName ) {
|
|
|
|
case 'matrix':
|
|
array = parseFloats( child.textContent );
|
|
const matrix = new Matrix4().fromArray( array ).transpose();
|
|
transforms.push( {
|
|
sid: child.getAttribute( 'sid' ),
|
|
type: child.nodeName,
|
|
obj: matrix
|
|
} );
|
|
break;
|
|
|
|
case 'translate':
|
|
case 'scale':
|
|
array = parseFloats( child.textContent );
|
|
vector = new Vector3().fromArray( array );
|
|
transforms.push( {
|
|
sid: child.getAttribute( 'sid' ),
|
|
type: child.nodeName,
|
|
obj: vector
|
|
} );
|
|
break;
|
|
|
|
case 'rotate':
|
|
array = parseFloats( child.textContent );
|
|
vector = new Vector3().fromArray( array );
|
|
const angle = MathUtils.degToRad( array[ 3 ] );
|
|
transforms.push( {
|
|
sid: child.getAttribute( 'sid' ),
|
|
type: child.nodeName,
|
|
obj: vector,
|
|
angle: angle
|
|
} );
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return transforms;
|
|
|
|
}
|
|
|
|
|
|
buildSkeleton( skeletons, joints ) {
|
|
|
|
const boneData = [];
|
|
const sortedBoneData = [];
|
|
|
|
let i, j, data;
|
|
|
|
// a skeleton can have multiple root bones. collada expresses this
|
|
// situation with multiple "skeleton" tags per controller instance
|
|
|
|
for ( i = 0; i < skeletons.length; i ++ ) {
|
|
|
|
const skeleton = skeletons[ i ];
|
|
|
|
let root;
|
|
|
|
if ( this.hasNode( skeleton ) ) {
|
|
|
|
root = this.getNode( skeleton );
|
|
this.buildBoneHierarchy( root, joints, boneData );
|
|
|
|
} else if ( this.hasVisualScene( skeleton ) ) {
|
|
|
|
// handle case where the skeleton refers to the visual scene (#13335)
|
|
|
|
const visualScene = this.library.visualScenes[ skeleton ];
|
|
const children = visualScene.children;
|
|
|
|
for ( let j = 0; j < children.length; j ++ ) {
|
|
|
|
const child = children[ j ];
|
|
|
|
if ( child.type === 'JOINT' ) {
|
|
|
|
const root = this.getNode( child.id );
|
|
this.buildBoneHierarchy( root, joints, boneData );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
console.error( 'THREE.ColladaLoader: Unable to find root bone of skeleton with ID:', skeleton );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// sort bone data (the order is defined in the corresponding controller)
|
|
|
|
for ( i = 0; i < joints.length; i ++ ) {
|
|
|
|
for ( j = 0; j < boneData.length; j ++ ) {
|
|
|
|
data = boneData[ j ];
|
|
|
|
if ( data.bone.name === joints[ i ].name ) {
|
|
|
|
sortedBoneData[ i ] = data;
|
|
data.processed = true;
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// add unprocessed bone data at the end of the list
|
|
|
|
for ( i = 0; i < boneData.length; i ++ ) {
|
|
|
|
data = boneData[ i ];
|
|
|
|
if ( data.processed === false ) {
|
|
|
|
sortedBoneData.push( data );
|
|
data.processed = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// setup arrays for skeleton creation
|
|
|
|
const bones = [];
|
|
const boneInverses = [];
|
|
|
|
for ( i = 0; i < sortedBoneData.length; i ++ ) {
|
|
|
|
data = sortedBoneData[ i ];
|
|
|
|
bones.push( data.bone );
|
|
boneInverses.push( data.boneInverse );
|
|
|
|
}
|
|
|
|
return new Skeleton( bones, boneInverses );
|
|
|
|
}
|
|
|
|
buildBoneHierarchy( root, joints, boneData ) {
|
|
|
|
// setup bone data from visual scene
|
|
|
|
root.traverse( function ( object ) {
|
|
|
|
if ( object.isBone === true ) {
|
|
|
|
let boneInverse;
|
|
|
|
// retrieve the boneInverse from the controller data
|
|
|
|
for ( let i = 0; i < joints.length; i ++ ) {
|
|
|
|
const joint = joints[ i ];
|
|
|
|
if ( joint.name === object.name ) {
|
|
|
|
boneInverse = joint.boneInverse;
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( boneInverse === undefined ) {
|
|
|
|
// Unfortunately, there can be joints in the visual scene that are not part of the
|
|
// corresponding controller. In this case, we have to create a dummy boneInverse matrix
|
|
// for the respective bone. This bone won't affect any vertices, because there are no skin indices
|
|
// and weights defined for it. But we still have to add the bone to the sorted bone list in order to
|
|
// ensure a correct animation of the model.
|
|
|
|
boneInverse = new Matrix4();
|
|
|
|
}
|
|
|
|
boneData.push( { bone: object, boneInverse: boneInverse, processed: false } );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
}
|
|
|
|
buildNode( data ) {
|
|
|
|
const objects = [];
|
|
|
|
const matrix = data.matrix;
|
|
const nodes = data.nodes;
|
|
const type = data.type;
|
|
const instanceCameras = data.instanceCameras;
|
|
const instanceControllers = data.instanceControllers;
|
|
const instanceLights = data.instanceLights;
|
|
const instanceGeometries = data.instanceGeometries;
|
|
const instanceNodes = data.instanceNodes;
|
|
|
|
// nodes
|
|
|
|
for ( let i = 0, l = nodes.length; i < l; i ++ ) {
|
|
|
|
objects.push( this.getNode( nodes[ i ] ) );
|
|
|
|
}
|
|
|
|
// instance cameras
|
|
|
|
for ( let i = 0, l = instanceCameras.length; i < l; i ++ ) {
|
|
|
|
const instanceCamera = this.getCamera( instanceCameras[ i ] );
|
|
|
|
if ( instanceCamera !== null ) {
|
|
|
|
objects.push( instanceCamera.clone() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// instance controllers
|
|
|
|
for ( let i = 0, l = instanceControllers.length; i < l; i ++ ) {
|
|
|
|
const instance = instanceControllers[ i ];
|
|
const controller = this.getController( instance.id );
|
|
const geometries = this.getGeometry( controller.id );
|
|
const newObjects = this.buildObjects( geometries, instance.materials );
|
|
|
|
const skeletons = instance.skeletons;
|
|
const joints = controller.skin.joints;
|
|
|
|
const skeleton = this.buildSkeleton( skeletons, joints );
|
|
|
|
for ( let j = 0, jl = newObjects.length; j < jl; j ++ ) {
|
|
|
|
const object = newObjects[ j ];
|
|
|
|
if ( object.isSkinnedMesh ) {
|
|
|
|
object.bind( skeleton, controller.skin.bindMatrix );
|
|
object.normalizeSkinWeights();
|
|
|
|
}
|
|
|
|
objects.push( object );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// instance lights
|
|
|
|
for ( let i = 0, l = instanceLights.length; i < l; i ++ ) {
|
|
|
|
const instanceLight = this.getLight( instanceLights[ i ] );
|
|
|
|
if ( instanceLight !== null ) {
|
|
|
|
objects.push( instanceLight.clone() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// instance geometries
|
|
|
|
for ( let i = 0, l = instanceGeometries.length; i < l; i ++ ) {
|
|
|
|
const instance = instanceGeometries[ i ];
|
|
|
|
// a single geometry instance in collada can lead to multiple object3Ds.
|
|
// this is the case when primitives are combined like triangles and lines
|
|
|
|
const geometries = this.getGeometry( instance.id );
|
|
const newObjects = this.buildObjects( geometries, instance.materials );
|
|
|
|
for ( let j = 0, jl = newObjects.length; j < jl; j ++ ) {
|
|
|
|
objects.push( newObjects[ j ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// instance nodes
|
|
|
|
for ( let i = 0, l = instanceNodes.length; i < l; i ++ ) {
|
|
|
|
objects.push( this.getNode( instanceNodes[ i ] ).clone() );
|
|
|
|
}
|
|
|
|
let object;
|
|
|
|
if ( nodes.length === 0 && objects.length === 1 ) {
|
|
|
|
object = objects[ 0 ];
|
|
|
|
} else {
|
|
|
|
object = ( type === 'JOINT' ) ? new Bone() : new Group();
|
|
|
|
for ( let i = 0; i < objects.length; i ++ ) {
|
|
|
|
object.add( objects[ i ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
object.name = ( type === 'JOINT' ) ? data.sid : data.name;
|
|
|
|
if ( type !== 'JOINT' && this.hasPivotTransforms( data ) ) {
|
|
|
|
return this.wrapWithTransformHierarchy( object, data );
|
|
|
|
}
|
|
|
|
object.matrix.copy( matrix );
|
|
object.matrix.decompose( object.position, object.quaternion, object.scale );
|
|
|
|
return object;
|
|
|
|
}
|
|
|
|
wrapWithTransformHierarchy( contentObject, nodeData ) {
|
|
|
|
const nodeId = nodeData.id;
|
|
this.transformNodes[ nodeId ] = {};
|
|
|
|
const transformOrder = nodeData.transformOrder;
|
|
const transformData = nodeData.transformData;
|
|
|
|
const rootNode = new Group();
|
|
rootNode.name = nodeData.name;
|
|
|
|
let currentParent = rootNode;
|
|
|
|
for ( let i = 0; i < transformOrder.length; i ++ ) {
|
|
|
|
const sid = transformOrder[ i ];
|
|
const info = transformData[ sid ];
|
|
|
|
const transformNode = new Group();
|
|
transformNode.name = nodeData.name + '_' + sid;
|
|
|
|
switch ( info.type ) {
|
|
|
|
case 'translate':
|
|
transformNode.position.set( info.x, info.y, info.z );
|
|
break;
|
|
|
|
case 'rotate': {
|
|
|
|
const axis = new Vector3( info.axis[ 0 ], info.axis[ 1 ], info.axis[ 2 ] );
|
|
const angle = MathUtils.degToRad( info.angle );
|
|
transformNode.quaternion.setFromAxisAngle( axis, angle );
|
|
transformNode.userData.rotationAxis = axis;
|
|
break;
|
|
|
|
}
|
|
|
|
case 'scale':
|
|
transformNode.scale.set( info.x, info.y, info.z );
|
|
break;
|
|
|
|
case 'matrix': {
|
|
|
|
const matrix = new Matrix4().fromArray( info.array ).transpose();
|
|
matrix.decompose( transformNode.position, transformNode.quaternion, transformNode.scale );
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.transformNodes[ nodeId ][ sid ] = transformNode;
|
|
|
|
currentParent.add( transformNode );
|
|
currentParent = transformNode;
|
|
|
|
}
|
|
|
|
currentParent.add( contentObject );
|
|
|
|
return rootNode;
|
|
|
|
}
|
|
|
|
resolveMaterialBinding( keys, instanceMaterials ) {
|
|
|
|
const materials = [];
|
|
|
|
for ( let i = 0, l = keys.length; i < l; i ++ ) {
|
|
|
|
const id = instanceMaterials[ keys[ i ] ];
|
|
|
|
if ( id === undefined ) {
|
|
|
|
console.warn( 'THREE.ColladaLoader: Material with key %s not found. Apply fallback material.', keys[ i ] );
|
|
materials.push( this.fallbackMaterial );
|
|
|
|
} else {
|
|
|
|
materials.push( this.getMaterial( id ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return materials;
|
|
|
|
}
|
|
|
|
get fallbackMaterial() {
|
|
|
|
if ( this._fallbackMaterial === undefined ) {
|
|
|
|
this._fallbackMaterial = new MeshBasicMaterial( {
|
|
name: Loader.DEFAULT_MATERIAL_NAME,
|
|
color: 0xff00ff
|
|
} );
|
|
|
|
}
|
|
|
|
return this._fallbackMaterial;
|
|
|
|
}
|
|
|
|
buildObjects( geometries, instanceMaterials ) {
|
|
|
|
const objects = [];
|
|
|
|
for ( const type in geometries ) {
|
|
|
|
const geometry = geometries[ type ];
|
|
|
|
const materials = this.resolveMaterialBinding( geometry.materialKeys, instanceMaterials );
|
|
|
|
// handle case if no materials are defined
|
|
|
|
if ( materials.length === 0 ) {
|
|
|
|
if ( type === 'lines' || type === 'linestrips' ) {
|
|
|
|
materials.push( new LineBasicMaterial() );
|
|
|
|
} else {
|
|
|
|
materials.push( new MeshPhongMaterial() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Collada allows to use phong and lambert materials with lines. Replacing these cases with LineBasicMaterial.
|
|
|
|
if ( type === 'lines' || type === 'linestrips' ) {
|
|
|
|
for ( let i = 0, l = materials.length; i < l; i ++ ) {
|
|
|
|
const material = materials[ i ];
|
|
|
|
if ( material.isMeshPhongMaterial === true || material.isMeshLambertMaterial === true ) {
|
|
|
|
const lineMaterial = new LineBasicMaterial();
|
|
|
|
// copy compatible properties
|
|
|
|
lineMaterial.color.copy( material.color );
|
|
lineMaterial.opacity = material.opacity;
|
|
lineMaterial.transparent = material.transparent;
|
|
|
|
// replace material
|
|
|
|
materials[ i ] = lineMaterial;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// regard skinning
|
|
|
|
const skinning = ( geometry.data.attributes.skinIndex !== undefined );
|
|
|
|
// choose between a single or multi materials (material array)
|
|
|
|
const material = ( materials.length === 1 ) ? materials[ 0 ] : materials;
|
|
|
|
// now create a specific 3D object
|
|
|
|
let object;
|
|
|
|
switch ( type ) {
|
|
|
|
case 'lines':
|
|
object = new LineSegments( geometry.data, material );
|
|
break;
|
|
|
|
case 'linestrips':
|
|
object = new Line( geometry.data, material );
|
|
break;
|
|
|
|
case 'triangles':
|
|
case 'polylist':
|
|
if ( skinning ) {
|
|
|
|
object = new SkinnedMesh( geometry.data, material );
|
|
|
|
} else {
|
|
|
|
object = new Mesh( geometry.data, material );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
objects.push( object );
|
|
|
|
}
|
|
|
|
return objects;
|
|
|
|
}
|
|
|
|
hasNode( id ) {
|
|
|
|
return this.library.nodes[ id ] !== undefined;
|
|
|
|
}
|
|
|
|
getNode( id ) {
|
|
|
|
return this.getBuild( this.library.nodes[ id ], this.buildNode.bind( this ) );
|
|
|
|
}
|
|
|
|
|
|
buildVisualScene( data ) {
|
|
|
|
const group = new Group();
|
|
group.name = data.name;
|
|
|
|
const children = data.children;
|
|
|
|
for ( let i = 0; i < children.length; i ++ ) {
|
|
|
|
const child = children[ i ];
|
|
|
|
group.add( this.getNode( child.id ) );
|
|
|
|
}
|
|
|
|
return group;
|
|
|
|
}
|
|
|
|
hasVisualScene( id ) {
|
|
|
|
return this.library.visualScenes[ id ] !== undefined;
|
|
|
|
}
|
|
|
|
getVisualScene( id ) {
|
|
|
|
return this.getBuild( this.library.visualScenes[ id ], this.buildVisualScene.bind( this ) );
|
|
|
|
}
|
|
|
|
|
|
parseScene( xml ) {
|
|
|
|
const instance = getElementsByTagName( xml, 'instance_visual_scene' )[ 0 ];
|
|
return this.getVisualScene( this.parseId( instance.getAttribute( 'url' ) ) );
|
|
|
|
}
|
|
|
|
parseId( text ) {
|
|
|
|
return text.substring( 1 );
|
|
|
|
}
|
|
|
|
setupAnimations() {
|
|
|
|
const clips = this.library.clips;
|
|
|
|
if ( this.isEmpty( clips ) === true ) {
|
|
|
|
if ( this.isEmpty( this.library.animations ) === false ) {
|
|
|
|
// if there are animations but no clips, we create a default clip for playback
|
|
|
|
const tracks = [];
|
|
|
|
for ( const id in this.library.animations ) {
|
|
|
|
const animationTracks = this.getAnimation( id );
|
|
|
|
for ( let i = 0, l = animationTracks.length; i < l; i ++ ) {
|
|
|
|
tracks.push( animationTracks[ i ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.buildDeferredPivotAnimationTracks( tracks );
|
|
|
|
this.animations.push( new AnimationClip( 'default', - 1, tracks ) );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for ( const id in clips ) {
|
|
|
|
this.animations.push( this.getAnimationClip( id ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
buildDeferredPivotAnimationTracks( tracks ) {
|
|
|
|
for ( const nodeId in this.deferredPivotAnimations ) {
|
|
|
|
const nodeData = this.library.nodes[ nodeId ];
|
|
if ( ! nodeData ) continue;
|
|
|
|
const mergedChannels = this.deferredPivotAnimations[ nodeId ];
|
|
this.buildTransformHierarchyTracks( nodeId, mergedChannels, nodeData, tracks );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
buildTransformHierarchyTracks( nodeId, nodeChannels, nodeData, tracks ) {
|
|
|
|
const transformNodes = this.transformNodes[ nodeId ];
|
|
|
|
if ( ! transformNodes ) {
|
|
|
|
console.warn( 'THREE.ColladaLoader: Transform hierarchy not found for node:', nodeId );
|
|
return;
|
|
|
|
}
|
|
|
|
for ( const sid in nodeChannels ) {
|
|
|
|
const transformNode = transformNodes[ sid ];
|
|
if ( ! transformNode ) continue;
|
|
|
|
const transformType = nodeData.transforms[ sid ];
|
|
const transformInfo = nodeData.transformData[ sid ];
|
|
const channelData = nodeChannels[ sid ];
|
|
|
|
switch ( transformType ) {
|
|
|
|
case 'translate':
|
|
this.buildHierarchyTranslateTrack( transformNode, channelData, transformInfo, tracks );
|
|
break;
|
|
|
|
case 'rotate':
|
|
this.buildHierarchyRotateTrack( transformNode, channelData, transformInfo, tracks );
|
|
break;
|
|
|
|
case 'scale':
|
|
this.buildHierarchyScaleTrack( transformNode, channelData, transformInfo, tracks );
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
buildHierarchyTranslateTrack( transformNode, channelData, transformInfo, tracks ) {
|
|
|
|
if ( channelData.default && channelData.default.stride === 3 ) {
|
|
|
|
const data = channelData.default;
|
|
const track = new VectorKeyframeTrack(
|
|
transformNode.uuid + '.position',
|
|
Array.from( data.times ),
|
|
Array.from( data.values )
|
|
);
|
|
|
|
const interpolationInfo = this.getInterpolationInfo( channelData );
|
|
this.applyInterpolation( track, interpolationInfo, channelData );
|
|
tracks.push( track );
|
|
return;
|
|
|
|
}
|
|
|
|
const times = this.getTimesForAllAxes( channelData );
|
|
if ( times.length === 0 ) return;
|
|
|
|
const values = [];
|
|
const interpolationInfo = this.getInterpolationInfo( channelData );
|
|
|
|
for ( let i = 0; i < times.length; i ++ ) {
|
|
|
|
const time = times[ i ];
|
|
const x = this.getValueAtTime( channelData.X, time, transformInfo.x );
|
|
const y = this.getValueAtTime( channelData.Y, time, transformInfo.y );
|
|
const z = this.getValueAtTime( channelData.Z, time, transformInfo.z );
|
|
values.push( x, y, z );
|
|
|
|
}
|
|
|
|
const track = new VectorKeyframeTrack(
|
|
transformNode.uuid + '.position',
|
|
times,
|
|
values
|
|
);
|
|
|
|
this.applyInterpolation( track, interpolationInfo );
|
|
tracks.push( track );
|
|
|
|
}
|
|
|
|
buildHierarchyRotateTrack( transformNode, channelData, transformInfo, tracks ) {
|
|
|
|
const angleData = channelData.ANGLE || channelData.default;
|
|
if ( ! angleData ) return;
|
|
|
|
const times = Array.from( angleData.times );
|
|
if ( times.length === 0 ) return;
|
|
|
|
const axis = transformNode.userData.rotationAxis ||
|
|
new Vector3( transformInfo.axis[ 0 ], transformInfo.axis[ 1 ], transformInfo.axis[ 2 ] );
|
|
|
|
const quaternion = new Quaternion();
|
|
const prevQuaternion = new Quaternion();
|
|
const values = [];
|
|
|
|
const interpolationInfo = this.getInterpolationInfo( channelData );
|
|
|
|
for ( let i = 0; i < times.length; i ++ ) {
|
|
|
|
const time = times[ i ];
|
|
const angleDegrees = this.getValueAtTime( angleData, time, transformInfo.angle );
|
|
const angleRadians = MathUtils.degToRad( angleDegrees );
|
|
|
|
quaternion.setFromAxisAngle( axis, angleRadians );
|
|
|
|
// Ensure quaternion continuity
|
|
if ( i > 0 && prevQuaternion.dot( quaternion ) < 0 ) {
|
|
|
|
quaternion.x = - quaternion.x;
|
|
quaternion.y = - quaternion.y;
|
|
quaternion.z = - quaternion.z;
|
|
quaternion.w = - quaternion.w;
|
|
|
|
}
|
|
|
|
prevQuaternion.copy( quaternion );
|
|
values.push( quaternion.x, quaternion.y, quaternion.z, quaternion.w );
|
|
|
|
}
|
|
|
|
const track = new QuaternionKeyframeTrack(
|
|
transformNode.uuid + '.quaternion',
|
|
times,
|
|
values
|
|
);
|
|
|
|
this.applyInterpolation( track, interpolationInfo );
|
|
tracks.push( track );
|
|
|
|
}
|
|
|
|
buildHierarchyScaleTrack( transformNode, channelData, transformInfo, tracks ) {
|
|
|
|
if ( channelData.default && channelData.default.stride === 3 ) {
|
|
|
|
const data = channelData.default;
|
|
const track = new VectorKeyframeTrack(
|
|
transformNode.uuid + '.scale',
|
|
Array.from( data.times ),
|
|
Array.from( data.values )
|
|
);
|
|
|
|
const interpolationInfo = this.getInterpolationInfo( channelData );
|
|
this.applyInterpolation( track, interpolationInfo, channelData );
|
|
tracks.push( track );
|
|
return;
|
|
|
|
}
|
|
|
|
const times = this.getTimesForAllAxes( channelData );
|
|
if ( times.length === 0 ) return;
|
|
|
|
const values = [];
|
|
const interpolationInfo = this.getInterpolationInfo( channelData );
|
|
|
|
for ( let i = 0; i < times.length; i ++ ) {
|
|
|
|
const time = times[ i ];
|
|
const x = this.getValueAtTime( channelData.X, time, transformInfo.x );
|
|
const y = this.getValueAtTime( channelData.Y, time, transformInfo.y );
|
|
const z = this.getValueAtTime( channelData.Z, time, transformInfo.z );
|
|
values.push( x, y, z );
|
|
|
|
}
|
|
|
|
const track = new VectorKeyframeTrack(
|
|
transformNode.uuid + '.scale',
|
|
times,
|
|
values
|
|
);
|
|
|
|
this.applyInterpolation( track, interpolationInfo );
|
|
tracks.push( track );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
export { ColladaComposer };
|