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A modern 3D viewer framework built on top of three.js, written in TypeScript, designed to make creating high-quality, modular, and extensible 3D experiences on the web simple and enjoyable.
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text/typescript
import type {GLTF, GLTFLoaderPlugin, GLTFParser} from 'three/examples/jsm/loaders/GLTFLoader.js'
import {GLTFLoader} from 'three/examples/jsm/loaders/GLTFLoader.js'
import {BufferGeometry, Group, Line, LineLoop, LineSegments, LoadingManager, Object3D, Texture} from 'three'
import {safeSetProperty} from 'ts-browser-helpers'
import {ThreeViewer} from '../../viewer'
import {generateUUID, whiteImageData} from '../../three'
import {
glbEncryptionPreparser,
GLTFLightExtrasExtension,
GLTFMaterialExtrasExtension,
GLTFMaterialsAlphaMapExtension,
GLTFMaterialsBumpMapExtension,
GLTFMaterialsDisplacementMapExtension,
GLTFMaterialsLightMapExtension,
GLTFObject3DExtrasExtension,
GLTFViewerConfigExtension,
} from '../gltf'
import {RootSceneImportResult} from '../IAssetImporter'
import {ILoader} from '../IImporter'
import {SerializationMetaType, ThreeSerialization} from '../../utils'
import {
DirectionalLight2,
IObject3D,
LineGeometry2,
LineMaterial2,
LineSegmentsGeometry2,
MeshLine,
MeshLineSegments,
OrthographicCamera0,
PerspectiveCamera0,
PhysicalMaterial,
PointLight2,
SpotLight2,
UnlitLineMaterial,
UnlitMaterial,
} from '../../core'
import {ImportAddOptions} from '../AssetManager'
import {AssetImporter} from '../AssetImporter'
// todo move somewhere
const supportedEmbeddedFiles = ['hdr', 'exr', 'webp', 'avif', 'ktx', 'hdrpng', 'svg', 'cube', 'ico', 'bmp', 'gif', 'tiff'] // ktx2, drc handled separately
export class GLTFLoader2 extends GLTFLoader implements ILoader<GLTF, Object3D|undefined> {
isGLTFLoader2 = true
importOptions?: ImportAddOptions
constructor(manager: LoadingManager) {
super(manager)
this.preparsers.push(glbEncryptionPreparser)
GLTFLoader.ObjectConstructors.DirectionalLight = DirectionalLight2 as any
GLTFLoader.ObjectConstructors.PointLight = PointLight2 as any
GLTFLoader.ObjectConstructors.SpotLight = SpotLight2 as any
GLTFLoader.ObjectConstructors.MeshStandardMaterial = PhysicalMaterial as any
GLTFLoader.ObjectConstructors.MeshBasicMaterial = UnlitMaterial as any
GLTFLoader.ObjectConstructors.MeshPhysicalMaterial = PhysicalMaterial as any
GLTFLoader.ObjectConstructors.LineBasicMaterial = UnlitLineMaterial as any
// GLTFLoader.ObjectConstructors.PointsMaterial = PointsMaterial2
GLTFLoader.ObjectConstructors.PerspectiveCamera = PerspectiveCamera0 // todo set domElement in the AssetManager during process
GLTFLoader.ObjectConstructors.OrthographicCamera = OrthographicCamera0 // todo
}
/**
* Saves the current resource path in the gltf document extras/userData, which is then exported along with the asset when its exported using GLTFExporter2.
* This value is then used the next time that file is imported to correctly resolve external assets from the original resource path.
* [wip]
*/
static ['_EmbedResourcePath'] = false
static ['_UseResourcePath'] = true
static ImportExtensions: ((parser: GLTFParser) => GLTFLoaderPlugin)[] = [
GLTFObject3DExtrasExtension.Import,
GLTFLightExtrasExtension.Import,
GLTFMaterialsBumpMapExtension.Import,
GLTFMaterialsDisplacementMapExtension.Import,
GLTFMaterialsLightMapExtension.Import,
GLTFMaterialsAlphaMapExtension.Import,
(p)=>({ // saves the current path as resourcePath in the gltf document extras/userData.
name: '_EMBED_RESOURCE_PATH',
afterRoot: async(result: GLTF) => {
if (!GLTFLoader2._EmbedResourcePath) return
const scene = result.scene
if (!scene) return
// if (result.userData.resourcePath) return // already set to something
result.userData.resourcePath = p.options.path
},
}),
]
private _resPathUrlModifier = { // Use the resourcePath saved in extras to resolve embedded assets if required/possible.
oldResourcePath: '',
newResourcePath: '',
modify: (url: string) => {
if (!GLTFLoader2._UseResourcePath) return url
if (!this._resPathUrlModifier.oldResourcePath) return url
if (!this._resPathUrlModifier.newResourcePath) return url
let old = this._resPathUrlModifier.oldResourcePath
const newp = this._resPathUrlModifier.newResourcePath
if (old?.startsWith('/')) {
// see LoaderUtils.resolveURL
if (/^https?:\/\//i.test(newp)) {
old = newp.replace(/(^https?:\/\/[^/]+).*/i, '$1') + old
}
}
if (url.startsWith(old)) {
return url.replace(old, newp)
}
return url
},
}
/**
* Use {@link MeshLine}(an extension of three.js `Line2`) instead of default `Line` for lines. This allows changing line width and other properties like `dashed`.
*
* This is the default value for the flag, it can also be controlled by using the `useMeshLines` in the import options.
*/
static UseMeshLines = true
/**
* If true, the loader will create unique names for objects in the gltf file when multiple objects with the same name are found.
* This is useful when importing gltf files with multiple objects with the same name, and creating animations for them.
* If set to 'auto', it will only create unique names when loading a `rootSceneModelRoot`, i.e. the scene object exported with `AssetExporter`
*/
static CreateUniqueNames: boolean | 'auto' = 'auto'
/**
* Preparsers are run on the arraybuffer/string before parsing to read the glb/gltf data
*/
preparsers: GLTFPreparser[] = []
static BundledResourcesKey = 'BundledResources'
static AllowEmptyFiles = true
async preparse(data: ArrayBuffer | string, path: string): Promise<ArrayBuffer | string> {
for (const preparser of this.preparsers) {
data = await preparser.process(data, path)
}
return data
}
parse(data: ArrayBuffer | string, path: string, onLoad: (gltf: GLTF) => void, onError?: (event: ErrorEvent) => void, url?: string) {
this.preparse.call(this, data, url || path)
.then((res: ArrayBuffer|string) => {
if (!res || !(res as ArrayBuffer).byteLength && typeof res !== 'string') {
// empty file
if (GLTFLoader2.AllowEmptyFiles) {
onLoad && onLoad({scene: new Group(), scenes: [], animations: [], cameras: []} as any)
} else {
onError && onError(new ErrorEvent('GLTFLoader2: empty file'))
}
return
}
const val = Texture.DEFAULT_IMAGE
// this will be used when doing new Texture(). Which is done for not found images or when some error happens in loading. See FBXLoader.
// todo save the path of invalid textures, check if they can be found in the loaded libs, and ask the user in UI to remap it to something else manually
if (!Texture.DEFAULT_IMAGE) Texture.DEFAULT_IMAGE = whiteImageData
const useMeshLines = this.importOptions?.useMeshLines ?? GLTFLoader2.UseMeshLines
GLTFLoader.ObjectConstructors.LineBasicMaterial = useMeshLines ? LineMaterial2 as any : UnlitLineMaterial as any
return res ? super.parse(res, path, (ret)=>{
Texture.DEFAULT_IMAGE = val
GLTFLoader.ObjectConstructors.LineBasicMaterial = useMeshLines ? LineMaterial2 as any : UnlitLineMaterial as any
// todo remove after three update
for (const scene of ret.scenes) {
scene.updateMatrixWorld()
}
onLoad && onLoad(ret)
}, onError) : onError && onError(new ErrorEvent('no data'))
})
.catch((e: any) => {
console.error(e)
if (onError) onError(e ?? new ErrorEvent('unknown error'))
})
}
/**
* This is run post parse to extract the result scene from the GLTF object
* @param res
* @param _
*/
transform(res: GLTF, options: ImportAddOptions): Object3D|undefined {
// todo: support loading of multiple scenes?
let scene: RootSceneImportResult|undefined = res ? res.scene || !!res.scenes && res.scenes.length > 0 && res.scenes[0] : undefined as any
if (!scene) return undefined
if (scene && scene.children.length === 1 && !scene.userData?.rootSceneModelRoot && !scene.importedViewerConfig && scene.name === 'AuxScene' && !res.cameras?.length) {
scene = scene.children[0] as RootSceneImportResult
scene.removeFromParent()
}
if (!scene.userData) scene.userData = {}
if (res.userData) scene.userData.gltfExtras = res.userData
if (res.cameras) res.cameras.forEach(c => !c.parent && scene.add(c))
if (res.asset) scene.userData.gltfAsset = res.asset
if (options.importAsModelRoot) {
scene.userData.rootSceneModelRoot = true
} else if (options.importAsModelRoot === false && scene.userData.rootSceneModelRoot) {
delete scene.userData.rootSceneModelRoot
}
const lines: Line[] = []
const refMap = new Map<string, Object3D[]>()
const geometries = new Set<BufferGeometry>()
scene.traverse((node: Object3D) => {
if (node.userData.gltfUUID) { // saved in GLTFExporter2
safeSetProperty(node, 'uuid', node.userData.gltfUUID, true, true)
delete node.userData.gltfUUID // have issue with cloning if we don't dispose.
}
if ((node as Line).isLine) lines.push(node as Line)
if (node.uuid) {
if (!refMap.has(node.uuid)) refMap.set(node.uuid, [])
refMap.get(node.uuid)!.push(node)
}
if (node.name) {
if (!refMap.has(node.name)) refMap.set(node.name, [])
refMap.get(node.name)!.push(node)
}
const obj = node as IObject3D
if (obj.geometry && obj.geometry.isBufferGeometry) {
if (obj.geometry.userData.isPlaceholder) {
obj.geometry = AssetImporter.DummyGeometry
} else {
geometries.add(obj.geometry)
}
}
const mats = Array.isArray(obj.material) ? obj.material : obj.material ? [obj.material] : []
for (let i = 0; i < mats.length; i++) {
const mat = mats[i]
if (mat?.userData.isPlaceholder) {
if (mat.isLineBasicMaterial) {
mats[i] = AssetImporter.DummyLineBasicMaterial
} else if (mat.isLineMaterial) {
mats[i] = AssetImporter.DummyLineMaterial
} else {
mats[i] = AssetImporter.DummyMaterial
}
}
}
if (Array.isArray(obj.material) && obj.material.length) {
obj.material = mats
} else if (mats.length === 1) {
obj.material = mats[0]
} else {
// material is null
}
})
geometries.forEach(geom=>{
deserializeUserData(geom, res._bundledResources)
})
if (res.animations.length > 0) {
scene.animations = []
for (const animation of res.animations) {
let f = false
// rootRefs is added by GLTFExporter2 when exporting animations, it is an array of uuids or names, it is used to find the root object for the animation
if (animation.userData.rootRefs) {
for (const ref of animation.userData.rootRefs) {
const roots = refMap.get(ref) || []
for (const root of roots) {
if (!root.animations) root.animations = []
if (!root.animations.includes(animation)) {
root.animations.push(animation)
}
f = true
}
}
if (f) delete animation.userData.rootRefs // it will be added again with correct data when exporting
}
if (!f) {
// no root found, add to scene
scene.animations.push(animation)
}
}
}
const useMeshLines = this.importOptions?.useMeshLines ?? GLTFLoader2.UseMeshLines
// todo: move out somewhere else
if (useMeshLines) {
// convert lines to mesh/fat lines
for (const line of lines) {
convertToFatLine(line)
}
}
scene.importedBundledResources = res._bundledResources
return scene
}
register(callback: (parser: GLTFParser) => GLTFLoaderPlugin): this {
return super.register(callback) as this
}
setup(viewer: ThreeViewer, extraExtensions: ((parser: GLTFParser) => GLTFLoaderPlugin)[]): this {
this.register(GLTFMaterialExtrasExtension.Import(viewer.loadConfigResources))
for (const ext of extraExtensions) this.register(ext)
for (const ext of GLTFLoader2.ImportExtensions) this.register(ext)
// Note: this should be last
this.register(this.gltfViewerParser(viewer))
return this
}
// loads the viewer config and handles loading the draco loader for extension
gltfViewerParser = (viewer: ThreeViewer): (p: GLTFParser)=>GLTFLoaderPlugin => {
return (parser: GLTFParser) => { // this is called when the parser is created
this._resPathUrlModifier.newResourcePath = parser.options.path
this._resPathUrlModifier.oldResourcePath = parser.json?.extras?.resourcePath
// in url modifier, see if an asset being loaded starts with userData.resourcePath, if yes, replace it with current resourcePath
viewer.assetManager.importer.addURLModifier(this._resPathUrlModifier.modify)
parser.importOptions = this.importOptions || undefined
const getDependency = parser.getDependency
parser.getDependency = async(type: string, index: number) => {
// deserialize userdata properly. note - this does not do geometry, that's done separately after load
const res = await getDependency.call(parser, type, index)
deserializeUserData(res, parser.bundledResources)
return res
}
const createUniqueName = parser.createUniqueName
parser.createUniqueName = (originalName: string) => {
const auto = (parser.importOptions?.createUniqueNames ?? GLTFLoader2.CreateUniqueNames) === 'auto'
let cu = false
if (auto) {
const isModelRoot = parser.json?.scenes[parser.json.scene ?? 0]?.extras?.rootSceneModelRoot
cu = !isModelRoot
} else {
cu = parser.importOptions?.createUniqueNames === true || GLTFLoader2.CreateUniqueNames === true && parser.importOptions?.createUniqueNames !== false
}
return cu ?
createUniqueName.call(parser, originalName) : // default behaviour
originalName // allow duplicates
}
const tempPathDrc = generateUUID() + '.drc'
const tempPathKtx2 = generateUUID() + '.ktx2'
const needsDrc = parser.json?.extensionsRequired?.includes?.('KHR_draco_mesh_compression')
if (needsDrc) {
const drc = viewer.assetManager.importer.registerFile(tempPathDrc)
drc && this.setDRACOLoader(drc as any) // todo: check class?
}
const needsMeshOpt = parser.json?.extensionsUsed?.includes?.('EXT_meshopt_compression')
if (needsMeshOpt) {
if (window.MeshoptDecoder) { // added by the plugin or by the user
this.setMeshoptDecoder(window.MeshoptDecoder)
parser.options.meshoptDecoder = window.MeshoptDecoder
} else {
console.error('Add GLTFMeshOptDecodePlugin(and initialize it) to viewer to enable EXT_meshopt_compression decode')
}
}
// create ktx2 loader so it can be used with getHandler, we need to do this even when extension is not used since we dont know
const ktx2 = viewer.assetManager.importer.registerFile(tempPathKtx2)
// const needsBasisU = parser.json?.extensionsUsed?.includes?.('KHR_texture_basisu')
// if (needsBasisU) {
// const ktx2 = viewer.assetManager.importer.registerFile(tempPathKtx2)
if (ktx2) {
this.setKTX2Loader(ktx2 as any) // todo: check class?
parser.options.ktx2Loader = ktx2 as any
}
// }
// registering temp file creates and makes a loader available to the loading manager of that type
const tempFiles = supportedEmbeddedFiles.map(f=>generateUUID() + '.' + f)
tempFiles.forEach(f=>viewer.assetManager.importer.registerFile(f))
return {name: 'GLTF2_HELPER_PLUGIN',
beforeRoot: async() => {
const bundled = parser.json.extras?.[GLTFLoader2.BundledResourcesKey]
if (!bundled || bundled.__isLoadedResources) return
parser.bundledResources = await GLTFViewerConfigExtension.ImportResources(bundled, parser, viewer)
},
afterRoot: async(result: GLTF) => {
result._bundledResources = parser.bundledResources
await GLTFViewerConfigExtension.ImportViewerConfig(parser, viewer, result.scenes || [result.scene])
if (needsDrc) viewer.assetManager.importer.unregisterFile(tempPathDrc)
if (ktx2) viewer.assetManager.importer.unregisterFile(tempPathKtx2)
tempFiles.forEach(f=>viewer.assetManager.importer.unregisterFile(f))
viewer.assetManager.importer.removeURLModifier(this._resPathUrlModifier.modify)
}}
}
}
}
export interface GLTFPreparser{
process(data: string | ArrayBuffer, path: string): Promise<string | ArrayBuffer>
[key: string]: any
}
// sample test model - https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Assets/refs/heads/main/Models/MeshPrimitiveModes/glTF/MeshPrimitiveModes.gltf
// todo maybe do the same as others inside GLTFLoader.js
function convertToFatLine(line: Line) {
const parent = line.parent
if (!parent) {
console.warn('GLTFLoader2: Line has no parent', line)
return
}
if (line.geometry.index) line.geometry = line.geometry.toNonIndexed() // Line2 requires non indexed
const line2 =
(line as LineSegments).isLineSegments ?
new MeshLineSegments(new LineSegmentsGeometry2(), line.material as LineMaterial2) :
new MeshLine(new LineGeometry2(), line.material as LineMaterial2)
let positions = line.geometry.attributes.position.array as Float32Array
if ((line as LineLoop).isLineLoop) {
// add first pos as last.
const pos = new Float32Array(positions.length + 3)
pos.set(positions)
pos.set(positions.subarray(0, 3), positions.length)
positions = pos
}
line2.geometry.setPositions(positions)
const colors = line.geometry.attributes.color?.array as Float32Array
if (colors && (line2.geometry as LineGeometry2|LineSegmentsGeometry2).setColors) {
(line2.geometry as LineGeometry2|LineSegmentsGeometry2).setColors(colors)
}
line2.geometry.name = line.geometry.name
safeSetProperty(line2.geometry, 'uuid', line.geometry.uuid, true, true)
line2.geometry.userData = {...line.geometry.userData}
// todo groups? anything else
const index = parent.children.indexOf(line)
parent.add(line2)
const {geometry, material} = line2
const ud = line.userData
line.userData = {}
if (!line.userData.__keepShadowDef) {
line.castShadow = line2.castShadow
line.receiveShadow = line2.receiveShadow
}
line2.copy(line as any, false)
line2.geometry = geometry
line2.material = material
;[...line.children].map(c => {
line2.add(c)
})
line2.userData = {...line2.userData, ...ud}
// depth rendering for fat lines is not supported yet, so we disable it
// todo handle in depth plugins
safeSetProperty(line2, 'uuid', line.uuid, true, true)
line.removeFromParent()
line2.computeLineDistances()
// put at the same index
const index2 = parent.children.indexOf(line2)
if (index2 >= 0 && index2 !== index) {
parent.children.splice(index2, 1)
parent.children.splice(index, 0, line2)
}
}
declare module 'three/examples/jsm/loaders/GLTFLoader.js'{
export interface GLTFParser {
importOptions?: ImportAddOptions
// getDependency(type: string, index: number): Promise<Object3D|Texture|Line|LineSegments|LineLoop>
}
}
function deserializeUserData(res: {userData: any}, meta?: SerializationMetaType) {
if (res && res.userData) {
const gltfExtensions = res.userData.gltfExtensions
delete res.userData.gltfExtensions
// if (meta) {
// meta._dRoot = res.userData
// }
res.userData = ThreeSerialization.Deserialize(res.userData, {}, meta)
res.userData.gltfExtensions = gltfExtensions
}
}
declare module 'three/examples/jsm/loaders/GLTFLoader.js' {
export interface GLTF {
_bundledResources?: SerializationMetaType
}
export interface GLTFParser {
bundledResources?: SerializationMetaType
}
}