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- import {
- AmbientLight,
- AnimationClip,
- Bone,
- BufferGeometry,
- ClampToEdgeWrapping,
- Color,
- ColorManagement,
- DirectionalLight,
- DoubleSide,
- Float32BufferAttribute,
- FrontSide,
- Group,
- Line,
- LineBasicMaterial,
- LineSegments,
- Loader,
- MathUtils,
- Matrix4,
- Mesh,
- MeshBasicMaterial,
- MeshLambertMaterial,
- MeshPhongMaterial,
- OrthographicCamera,
- PerspectiveCamera,
- PointLight,
- Quaternion,
- QuaternionKeyframeTrack,
- RepeatWrapping,
- Skeleton,
- SkinnedMesh,
- SpotLight,
- Vector2,
- Vector3,
- VectorKeyframeTrack,
- SRGBColorSpace
- } from 'three';
- import { getElementsByTagName, parseFloats } from './ColladaParser.js';
- /**
- * ColladaComposer converts parsed library data into Three.js objects.
- */
- class ColladaComposer {
- constructor( library, collada, textureLoader, tgaLoader ) {
- this.library = library;
- this.collada = collada;
- this.textureLoader = textureLoader;
- this.tgaLoader = tgaLoader;
- this.tempColor = new Color();
- this.animations = [];
- this.kinematics = {};
- // Reusable objects for animation
- this.position = new Vector3();
- this.scale = new Vector3();
- this.quaternion = new Quaternion();
- this.matrix = new Matrix4();
- }
- compose() {
- const library = this.library;
- this.buildLibrary( library.animations, this.buildAnimation.bind( this ) );
- this.buildLibrary( library.clips, this.buildAnimationClip.bind( this ) );
- this.buildLibrary( library.controllers, this.buildController.bind( this ) );
- this.buildLibrary( library.images, this.buildImage.bind( this ) );
- this.buildLibrary( library.effects, this.buildEffect.bind( this ) );
- this.buildLibrary( library.materials, this.buildMaterial.bind( this ) );
- this.buildLibrary( library.cameras, this.buildCamera.bind( this ) );
- this.buildLibrary( library.lights, this.buildLight.bind( this ) );
- this.buildLibrary( library.geometries, this.buildGeometry.bind( this ) );
- this.buildLibrary( library.visualScenes, this.buildVisualScene.bind( this ) );
- this.setupAnimations();
- this.setupKinematics();
- const scene = this.parseScene( getElementsByTagName( this.collada, 'scene' )[ 0 ] );
- scene.animations = this.animations;
- return {
- scene: scene,
- animations: this.animations,
- kinematics: this.kinematics
- };
- }
- buildLibrary( data, builder ) {
- for ( const name in data ) {
- const object = data[ name ];
- object.build = builder( data[ name ] );
- }
- }
- // get
- getBuild( data, builder ) {
- if ( data.build !== undefined ) return data.build;
- data.build = builder( data );
- return data.build;
- }
- isEmpty( object ) {
- return Object.keys( object ).length === 0;
- }
- // animation
- buildAnimation( data ) {
- const tracks = [];
- const channels = data.channels;
- const samplers = data.samplers;
- const sources = data.sources;
- for ( const target in channels ) {
- if ( channels.hasOwnProperty( target ) ) {
- const channel = channels[ target ];
- const sampler = samplers[ channel.sampler ];
- const inputId = sampler.inputs.INPUT;
- const outputId = sampler.inputs.OUTPUT;
- const inputSource = sources[ inputId ];
- const outputSource = sources[ outputId ];
- const animation = this.buildAnimationChannel( channel, inputSource, outputSource );
- this.createKeyframeTracks( animation, tracks );
- }
- }
- return tracks;
- }
- getAnimation( id ) {
- return this.getBuild( this.library.animations[ id ], this.buildAnimation.bind( this ) );
- }
- buildAnimationChannel( channel, inputSource, outputSource ) {
- const node = this.library.nodes[ channel.id ];
- const object3D = this.getNode( node.id );
- const transform = node.transforms[ channel.sid ];
- const defaultMatrix = node.matrix.clone().transpose();
- let time, stride;
- let i, il, j, jl;
- const data = {};
- // the collada spec allows the animation of data in various ways.
- // depending on the transform type (matrix, translate, rotate, scale), we execute different logic
- switch ( transform ) {
- case 'matrix':
- for ( i = 0, il = inputSource.array.length; i < il; i ++ ) {
- time = inputSource.array[ i ];
- stride = i * outputSource.stride;
- if ( data[ time ] === undefined ) data[ time ] = {};
- if ( channel.arraySyntax === true ) {
- const value = outputSource.array[ stride ];
- const index = channel.indices[ 0 ] + 4 * channel.indices[ 1 ];
- data[ time ][ index ] = value;
- } else {
- for ( j = 0, jl = outputSource.stride; j < jl; j ++ ) {
- data[ time ][ j ] = outputSource.array[ stride + j ];
- }
- }
- }
- break;
- case 'translate':
- console.warn( 'THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform );
- break;
- case 'rotate':
- console.warn( 'THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform );
- break;
- case 'scale':
- console.warn( 'THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform );
- break;
- }
- const keyframes = this.prepareAnimationData( data, defaultMatrix );
- const animation = {
- name: object3D.uuid,
- keyframes: keyframes
- };
- return animation;
- }
- prepareAnimationData( data, defaultMatrix ) {
- const keyframes = [];
- // transfer data into a sortable array
- for ( const time in data ) {
- keyframes.push( { time: parseFloat( time ), value: data[ time ] } );
- }
- // ensure keyframes are sorted by time
- keyframes.sort( ascending );
- // now we clean up all animation data, so we can use them for keyframe tracks
- for ( let i = 0; i < 16; i ++ ) {
- this.transformAnimationData( keyframes, i, defaultMatrix.elements[ i ] );
- }
- return keyframes;
- // array sort function
- function ascending( a, b ) {
- return a.time - b.time;
- }
- }
- 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 ];
- }
- // animation clips
- 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 ) );
- }
- // controller
- 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 ) );
- }
- // image
- 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;
- }
- // effect
- buildEffect( data ) {
- return data;
- }
- getEffect( id ) {
- return this.getBuild( this.library.effects[ id ], this.buildEffect.bind( this ) );
- }
- // material
- 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 ) );
- }
- // camera
- 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;
- }
- // light
- 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;
- 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;
- }
- // geometry
- 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 ) );
- }
- // kinematics
- 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;
- }
- // nodes
- 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;
- object.matrix.copy( matrix );
- object.matrix.decompose( object.position, object.quaternion, object.scale );
- return object;
- }
- 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 ) );
- }
- // visual scenes
- 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 ) );
- }
- // scenes
- 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.animations.push( new AnimationClip( 'default', - 1, tracks ) );
- }
- } else {
- for ( const id in clips ) {
- this.animations.push( this.getAnimationClip( id ) );
- }
- }
- }
- }
- export { ColladaComposer };
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