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model-viewer-module

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Easily display interactive 3D models on the web and in AR!

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/* @license * Copyright 2020 Google LLC. All Rights Reserved. * Licensed under the Apache License, Version 2.0 (the 'License'); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an 'AS IS' BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ import {LinearEncoding, MeshStandardMaterial, sRGBEncoding, Texture as ThreeTexture, TextureEncoding, Vector2} from 'three'; import {GLTF, TextureInfo as GLTFTextureInfo} from '../../three-components/gltf-instance/gltf-2.0.js'; import {TextureInfo as TextureInfoInterface} from './api.js'; import {$threeTexture} from './image.js'; import {Texture} from './texture.js'; const $texture = Symbol('texture'); const $transform = Symbol('transform'); export const $materials = Symbol('materials'); export const $usage = Symbol('usage'); // Defines what a texture will be used for. export enum TextureUsage { Base, MetallicRoughness, Normal, Occlusion, Emissive, } interface TextureTransform { rotation: number; scale: Vector2; offset: Vector2; } /** * TextureInfo facade implementation for Three.js materials */ export class TextureInfo implements TextureInfoInterface { private[$texture]: Texture|null = null; private[$transform]: TextureTransform = { rotation: 0, scale: new Vector2(1, 1), offset: new Vector2(0, 0) }; // Holds a reference to the Three data that backs the material object. [$materials]: Set<MeshStandardMaterial>|null; // Texture usage defines the how the texture is used (ie Normal, Emissive... // etc) [$usage]: TextureUsage; onUpdate: () => void; constructor( onUpdate: () => void, usage: TextureUsage, threeTexture: ThreeTexture|null, material: Set<MeshStandardMaterial>, gltf: GLTF, gltfTextureInfo: GLTFTextureInfo|null) { // Creates image, sampler, and texture if valid texture info is provided. if (gltfTextureInfo && threeTexture) { const gltfTexture = gltf.textures ? gltf.textures[gltfTextureInfo.index] : null; const sampler = gltfTexture ? (gltf.samplers ? gltf.samplers[gltfTexture.sampler!] : null) : null; const image = gltfTexture ? (gltf.images ? gltf.images[gltfTexture.source!] : null) : null; this[$transform].rotation = threeTexture.rotation; this[$transform].scale.copy(threeTexture.repeat); this[$transform].offset.copy(threeTexture.offset); this[$texture] = new Texture(onUpdate, threeTexture, gltfTexture, sampler, image); } this.onUpdate = onUpdate; this[$materials] = material; this[$usage] = usage; } get texture(): Texture|null { return this[$texture]; } setTexture(texture: Texture|null): void { const threeTexture: ThreeTexture|null = texture != null ? texture.source[$threeTexture] : null; let encoding: TextureEncoding = sRGBEncoding; this[$texture] = texture; if (this[$materials]) { for (const material of this[$materials]!) { switch (this[$usage]) { case TextureUsage.Base: material.map = threeTexture; break; case TextureUsage.MetallicRoughness: encoding = LinearEncoding; material.metalnessMap = threeTexture; material.roughnessMap = threeTexture; break; case TextureUsage.Normal: encoding = LinearEncoding; material.normalMap = threeTexture; break; case TextureUsage.Occlusion: encoding = LinearEncoding; material.aoMap = threeTexture; break; case TextureUsage.Emissive: material.emissiveMap = threeTexture; break; default: } material.needsUpdate = true; } } if (threeTexture) { // Updates the encoding for the texture, affects all references. threeTexture.encoding = encoding; threeTexture.rotation = this[$transform].rotation; threeTexture.repeat = this[$transform].scale; threeTexture.offset = this[$transform].offset; } this.onUpdate(); } }