@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
234 lines (200 loc) • 6.87 kB
JavaScript
import {BufferAttribute} from 'three';
import {BufferGeometry} from 'three';
import {LineSegments} from 'three';
import {Mesh} from 'three';
import {Points} from 'three';
/**
* Development repository: https://github.com/kaisalmen/WWOBJLoader
*/
/**
*
* @param {MaterialHandler} materialHandler
* @constructor
*/
const MeshReceiver = function (materialHandler) {
this.logging = {
enabled: false,
debug: false,
};
this.callbacks = {
onProgress: null,
onMeshAlter: null,
};
this.materialHandler = materialHandler;
};
MeshReceiver.prototype = {
constructor: MeshReceiver,
/**
* Enable or disable logging in general (except warn and error), plus enable or disable debug logging.
*
* @param {boolean} enabled True or false.
* @param {boolean} debug True or false.
*/
setLogging: function (enabled, debug) {
this.logging.enabled = enabled === true;
this.logging.debug = debug === true;
},
/**
*
* @param {Function} onProgress
* @param {Function} onMeshAlter
* @private
*/
_setCallbacks: function (onProgress, onMeshAlter) {
if (onProgress !== null && onProgress !== undefined && onProgress instanceof Function) {
this.callbacks.onProgress = onProgress;
}
if (onMeshAlter !== null && onMeshAlter !== undefined && onMeshAlter instanceof Function) {
this.callbacks.onMeshAlter = onMeshAlter;
}
},
/**
* Builds one or multiple meshes from the data described in the payload (buffers, params, material info).
*
* @param {Object} meshPayload Raw mesh description (buffers, params, materials) used to build one to many meshes.
* @returns {Mesh[]} mesh Array of {@link Mesh}
*/
buildMeshes: function (meshPayload) {
const meshName = meshPayload.params.meshName;
const buffers = meshPayload.buffers;
const bufferGeometry = new BufferGeometry();
if (buffers.vertices !== undefined && buffers.vertices !== null) {
bufferGeometry.setAttribute('position', new BufferAttribute(new Float32Array(buffers.vertices), 3));
}
if (buffers.indices !== undefined && buffers.indices !== null) {
bufferGeometry.setIndex(new BufferAttribute(new Uint32Array(buffers.indices), 1));
}
if (buffers.colors !== undefined && buffers.colors !== null) {
bufferGeometry.setAttribute('color', new BufferAttribute(new Float32Array(buffers.colors), 3));
}
if (buffers.normals !== undefined && buffers.normals !== null) {
bufferGeometry.setAttribute('normal', new BufferAttribute(new Float32Array(buffers.normals), 3));
} else {
bufferGeometry.computeVertexNormals();
}
if (buffers.uvs !== undefined && buffers.uvs !== null) {
bufferGeometry.setAttribute('uv', new BufferAttribute(new Float32Array(buffers.uvs), 2));
}
if (buffers.skinIndex !== undefined && buffers.skinIndex !== null) {
bufferGeometry.setAttribute('skinIndex', new BufferAttribute(new Uint16Array(buffers.skinIndex), 4));
}
if (buffers.skinWeight !== undefined && buffers.skinWeight !== null) {
bufferGeometry.setAttribute('skinWeight', new BufferAttribute(new Float32Array(buffers.skinWeight), 4));
}
let material, materialName, key;
const materialNames = meshPayload.materials.materialNames;
const createMultiMaterial = meshPayload.materials.multiMaterial;
const multiMaterials = [];
for (key in materialNames) {
materialName = materialNames[key];
material = this.materialHandler.getMaterial(materialName);
if (createMultiMaterial) multiMaterials.push(material);
}
if (createMultiMaterial) {
material = multiMaterials;
const materialGroups = meshPayload.materials.materialGroups;
let materialGroup;
for (key in materialGroups) {
materialGroup = materialGroups[key];
bufferGeometry.addGroup(materialGroup.start, materialGroup.count, materialGroup.index);
}
}
const meshes = [];
let mesh;
let callbackOnMeshAlterResult;
let useOrgMesh = true;
const geometryType = meshPayload.geometryType === null ? 0 : meshPayload.geometryType;
if (this.callbacks.onMeshAlter) {
callbackOnMeshAlterResult = this.callbacks.onMeshAlter({
detail: {
meshName: meshName,
bufferGeometry: bufferGeometry,
material: material,
geometryType: geometryType,
},
});
}
// here LoadedMeshUserOverride is required to be provided by the callback used to alter the results
if (callbackOnMeshAlterResult) {
if (callbackOnMeshAlterResult.isDisregardMesh()) {
useOrgMesh = false;
} else if (callbackOnMeshAlterResult.providesAlteredMeshes()) {
for (const i in callbackOnMeshAlterResult.meshes) {
meshes.push(callbackOnMeshAlterResult.meshes[i]);
}
useOrgMesh = false;
}
}
if (useOrgMesh) {
if (meshPayload.computeBoundingSphere) bufferGeometry.computeBoundingSphere();
if (geometryType === 0) {
mesh = new Mesh(bufferGeometry, material);
} else if (geometryType === 1) {
mesh = new LineSegments(bufferGeometry, material);
} else {
mesh = new Points(bufferGeometry, material);
}
mesh.name = meshName;
meshes.push(mesh);
}
let progressMessage = meshPayload.params.meshName;
if (meshes.length > 0) {
const meshNames = [];
for (const i in meshes) {
mesh = meshes[i];
meshNames[i] = mesh.name;
}
progressMessage +=
': Adding mesh(es) (' + meshNames.length + ': ' + meshNames + ') from input mesh: ' + meshName;
progressMessage += ' (' + (meshPayload.progress.numericalValue * 100).toFixed(2) + '%)';
} else {
progressMessage += ': Not adding mesh: ' + meshName;
progressMessage += ' (' + (meshPayload.progress.numericalValue * 100).toFixed(2) + '%)';
}
if (this.callbacks.onProgress) {
this.callbacks.onProgress('progress', progressMessage, meshPayload.progress.numericalValue);
}
return meshes;
},
};
/**
* Object to return by callback onMeshAlter. Used to disregard a certain mesh or to return one to many meshes.
* @class
*
* @param {boolean} disregardMesh=false Tell implementation to completely disregard this mesh
* @param {boolean} disregardMesh=false Tell implementation that mesh(es) have been altered or added
*/
const LoadedMeshUserOverride = function (disregardMesh, alteredMesh) {
this.disregardMesh = disregardMesh === true;
this.alteredMesh = alteredMesh === true;
this.meshes = [];
};
LoadedMeshUserOverride.prototype = {
constructor: LoadedMeshUserOverride,
/**
* Add a mesh created within callback.
*
* @param {Mesh} mesh
*/
addMesh: function (mesh) {
this.meshes.push(mesh);
this.alteredMesh = true;
},
/**
* Answers if mesh shall be disregarded completely.
*
* @returns {boolean}
*/
isDisregardMesh: function () {
return this.disregardMesh;
},
/**
* Answers if new mesh(es) were created.
*
* @returns {boolean}
*/
providesAlteredMeshes: function () {
return this.alteredMesh;
},
};
export {MeshReceiver, LoadedMeshUserOverride};