threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
220 lines (134 loc) • 4.09 kB
JavaScript
/**
* @author mrdoob / http://mrdoob.com/
*/
THREE.BabylonLoader = function ( manager ) {
this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
};
THREE.BabylonLoader.prototype = {
constructor: THREE.ObjectLoader,
load: function ( url, onLoad, onProgress, onError ) {
var scope = this;
var loader = new THREE.XHRLoader( scope.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.load( url, function ( text ) {
onLoad( scope.parse( JSON.parse( text ) ) );
} );
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
},
parse: function ( json ) {
var materials = this.parseMaterials( json.materials );
var scene = this.parseObjects( json, materials );
return scene;
},
parseMaterials: function ( json ) {
var materials = {};
for ( var i = 0, l = json.length; i < l; i ++ ) {
var data = json[ i ];
var material = new THREE.MeshPhongMaterial();
material.name = data.name;
material.ambient.fromArray( data.ambient );
material.color.fromArray( data.diffuse );
material.emissive.fromArray( data.emissive );
material.specular.fromArray( data.specular );
material.shininess = data.specularPower;
material.opacity = data.alpha;
materials[ data.id ] = material;
}
return materials;
},
parseObjects: function ( json, materials ) {
var objects = {};
var scene = new THREE.Scene();
var lights = json.lights;
for ( var i = 0, l = lights.length; i < l; i ++ ) {
var data = lights[ i ];
var light;
switch ( data.type ) {
case 0:
light = new THREE.PointLight();
break;
case 1:
light = new THREE.DirectionalLight();
break;
case 2:
light = new THREE.SpotLight();
break;
case 3:
light = new THREE.HemisphereLight();
break;
}
light.name = data.name;
light.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
light.color.fromArray( data.diffuse );
if ( data.intensity ) light.intensity = data.intensity;
objects[ data.id ] = light;
scene.add( light );
}
var meshes = json.meshes;
for ( var i = 0, l = meshes.length; i < l; i ++ ) {
var data = meshes[ i ];
var object;
if ( data.indices !== null ) {
var geometry = new THREE.BufferGeometry();
geometry.attributes.index = {
itemSize: 1,
array: new Uint16Array( data.indices )
};
geometry.attributes.position = {
itemSize: 3,
array: new Float32Array( data.positions )
};
var positions = geometry.attributes.position.array;
for ( var j = 2, jl = positions.length; j < jl; j += 3 ) {
positions[ j ] = - positions[ j ];
}
geometry.attributes.normal = {
itemSize: 3,
array: new Float32Array( data.normals )
};
var normals = geometry.attributes.normal.array;
for ( var j = 2, jl = normals.length; j < jl; j += 3 ) {
normals[ j ] = - normals[ j ];
}
geometry.attributes.uv = {
itemSize: 2,
array: new Float32Array( data.uvs )
};
var subMeshes = data.subMeshes;
if ( subMeshes !== null ) {
for ( var j = 0, jl = subMeshes.length; j < jl; j ++ ) {
var subMesh = subMeshes[ j ];
geometry.offsets.push( {
start: subMesh.indexStart,
index: 0,
count: subMesh.indexCount
} );
}
} else {
geometry.offsets.push( {
start: 0,
index: 0,
count: data.indices.length
} );
}
var material = materials[ data.materialId ];
object = new THREE.Mesh( geometry, material );
} else {
object = new THREE.Object3D();
}
object.name = data.name;
object.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
object.rotation.fromArray( data.rotation );
object.scale.fromArray( data.scaling );
if ( data.parentId !== undefined && data.parentId !== '' ) {
objects[ data.parentId ].add( object );
} else {
scene.add( object );
}
objects[ data.id ] = object;
}
return scene;
}
};