import { AmbientLight, AnimationClip, Bone, BufferGeometry, ClampToEdgeWrapping, Color, DirectionalLight, DoubleSide, Euler, FileLoader, Float32BufferAttribute, FrontSide, Group, Line, LineBasicMaterial, LineSegments, Loader, LoaderUtils, MathUtils, Matrix4, Mesh, MeshBasicMaterial, MeshLambertMaterial, MeshPhongMaterial, OrthographicCamera, PerspectiveCamera, PointLight, Quaternion, QuaternionKeyframeTrack, RepeatWrapping, Scene, Skeleton, SkinnedMesh, SpotLight, TextureLoader, Vector2, Vector3, VectorKeyframeTrack, sRGBEncoding } from '../lib/three.module.js' import { TGALoader } from './TGALoader.js' class ColladaLoader extends Loader { constructor(manager) { super(manager) } load(url, onLoad, onProgress, onError) { const scope = this const path = scope.path === '' ? LoaderUtils.extractUrlBase(url) : scope.path const loader = new FileLoader(scope.manager) loader.setPath(scope.path) loader.setRequestHeader(scope.requestHeader) loader.setWithCredentials(scope.withCredentials) loader.load( url, function(text) { try { onLoad(scope.parse(text, path)) } catch (e) { if (onError) { onError(e) } else { console.error(e) } scope.manager.itemError(url) } }, onProgress, onError ) } parse(text, path) { function getElementsByTagName(xml, name) { // Non recursive xml.getElementsByTagName() ... const array = [] const childNodes = xml.childNodes for (let i = 0, l = childNodes.length; i < l; i++) { const child = childNodes[i] if (child.nodeName === name) { array.push(child) } } return array } function parseStrings(text) { if (text.length === 0) return [] const parts = text.trim().split(/\s+/) const array = new Array(parts.length) for (let i = 0, l = parts.length; i < l; i++) { array[i] = parts[i] } return array } function parseFloats(text) { if (text.length === 0) return [] const parts = text.trim().split(/\s+/) const array = new Array(parts.length) for (let i = 0, l = parts.length; i < l; i++) { array[i] = parseFloat(parts[i]) } return array } function parseInts(text) { if (text.length === 0) return [] const parts = text.trim().split(/\s+/) const array = new Array(parts.length) for (let i = 0, l = parts.length; i < l; i++) { array[i] = parseInt(parts[i]) } return array } function parseId(text) { return text.substring(1) } function generateId() { return 'three_default_' + count++ } function isEmpty(object) { return Object.keys(object).length === 0 } // asset function parseAsset(xml) { return { unit: parseAssetUnit(getElementsByTagName(xml, 'unit')[0]), upAxis: parseAssetUpAxis(getElementsByTagName(xml, 'up_axis')[0]) } } function parseAssetUnit(xml) { if (xml !== undefined && xml.hasAttribute('meter') === true) { return parseFloat(xml.getAttribute('meter')) } else { return 1 // default 1 meter } } function parseAssetUpAxis(xml) { return xml !== undefined ? xml.textContent : 'Y_UP' } // library function parseLibrary(xml, libraryName, nodeName, parser) { const library = getElementsByTagName(xml, libraryName)[0] if (library !== undefined) { const elements = getElementsByTagName(library, nodeName) for (let i = 0; i < elements.length; i++) { parser(elements[i]) } } } function buildLibrary(data, builder) { for (const name in data) { const object = data[name] object.build = builder(data[name]) } } // get function getBuild(data, builder) { if (data.build !== undefined) return data.build data.build = builder(data) return data.build } // animation function parseAnimation(xml) { const data = { sources: {}, samplers: {}, channels: {} } let hasChildren = false for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue let id switch (child.nodeName) { case 'source': id = child.getAttribute('id') data.sources[id] = parseSource(child) break case 'sampler': id = child.getAttribute('id') data.samplers[id] = parseAnimationSampler(child) break case 'channel': id = child.getAttribute('target') data.channels[id] = parseAnimationChannel(child) break case 'animation': // hierarchy of related animations parseAnimation(child) hasChildren = true break default: console.log(child) } } if (hasChildren === false) { // since 'id' attributes can be optional, it's necessary to generate a UUID for unqiue assignment library.animations[xml.getAttribute('id') || MathUtils.generateUUID()] = data } } function parseAnimationSampler(xml) { const data = { inputs: {} } for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'input': const id = parseId(child.getAttribute('source')) const semantic = child.getAttribute('semantic') data.inputs[semantic] = id break } } return data } function parseAnimationChannel(xml) { const data = {} const target = xml.getAttribute('target') // parsing SID Addressing Syntax let parts = target.split('/') const id = parts.shift() let sid = parts.shift() // check selection syntax const arraySyntax = sid.indexOf('(') !== -1 const memberSyntax = sid.indexOf('.') !== -1 if (memberSyntax) { // member selection access parts = sid.split('.') sid = parts.shift() data.member = parts.shift() } else if (arraySyntax) { // array-access syntax. can be used to express fields in one-dimensional vectors or two-dimensional matrices. const indices = sid.split('(') sid = indices.shift() for (let i = 0; i < indices.length; i++) { indices[i] = parseInt(indices[i].replace(/\)/, '')) } data.indices = indices } data.id = id data.sid = sid data.arraySyntax = arraySyntax data.memberSyntax = memberSyntax data.sampler = parseId(xml.getAttribute('source')) return data } function 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 = buildAnimationChannel(channel, inputSource, outputSource) createKeyframeTracks(animation, tracks) } } return tracks } function getAnimation(id) { return getBuild(library.animations[id], buildAnimation) } function buildAnimationChannel(channel, inputSource, outputSource) { const node = library.nodes[channel.id] const object3D = 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 = prepareAnimationData(data, defaultMatrix) const animation = { name: object3D.uuid, keyframes: keyframes } return animation } function 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++) { transformAnimationData(keyframes, i, defaultMatrix.elements[i]) } return keyframes // array sort function function ascending(a, b) { return a.time - b.time } } const position = new Vector3() const scale = new Vector3() const quaternion = new Quaternion() function createKeyframeTracks(animation, tracks) { const keyframes = animation.keyframes const name = animation.name const times = [] const positionData = [] const quaternionData = [] const scaleData = [] 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 } function 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 createMissingKeyframes(keyframes, property) } } function 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 = getPrev(keyframes, i, property) next = getNext(keyframes, i, property) if (prev === null) { keyframe.value[property] = next.value[property] continue } if (next === null) { keyframe.value[property] = prev.value[property] continue } interpolate(keyframe, prev, next, property) } } } function getPrev(keyframes, i, property) { while (i >= 0) { const keyframe = keyframes[i] if (keyframe.value[property] !== null) return keyframe i-- } return null } function getNext(keyframes, i, property) { while (i < keyframes.length) { const keyframe = keyframes[i] if (keyframe.value[property] !== null) return keyframe i++ } return null } function 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 function parseAnimationClip(xml) { const data = { name: xml.getAttribute('id') || 'default', start: parseFloat(xml.getAttribute('start') || 0), end: parseFloat(xml.getAttribute('end') || 0), animations: [] } for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'instance_animation': data.animations.push(parseId(child.getAttribute('url'))) break } } library.clips[xml.getAttribute('id')] = data } function 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 = getAnimation(animations[i]) for (let j = 0, jl = animationTracks.length; j < jl; j++) { tracks.push(animationTracks[j]) } } return new AnimationClip(name, duration, tracks) } function getAnimationClip(id) { return getBuild(library.clips[id], buildAnimationClip) } // controller function parseController(xml) { const data = {} for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'skin': // there is exactly one skin per controller data.id = parseId(child.getAttribute('source')) data.skin = parseSkin(child) break case 'morph': data.id = parseId(child.getAttribute('source')) console.warn('THREE.ColladaLoader: Morph target animation not supported yet.') break } } library.controllers[xml.getAttribute('id')] = data } function parseSkin(xml) { const data = { sources: {} } for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'bind_shape_matrix': data.bindShapeMatrix = parseFloats(child.textContent) break case 'source': const id = child.getAttribute('id') data.sources[id] = parseSource(child) break case 'joints': data.joints = parseJoints(child) break case 'vertex_weights': data.vertexWeights = parseVertexWeights(child) break } } return data } function parseJoints(xml) { const data = { inputs: {} } for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'input': const semantic = child.getAttribute('semantic') const id = parseId(child.getAttribute('source')) data.inputs[semantic] = id break } } return data } function parseVertexWeights(xml) { const data = { inputs: {} } for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'input': const semantic = child.getAttribute('semantic') const id = parseId(child.getAttribute('source')) const offset = parseInt(child.getAttribute('offset')) data.inputs[semantic] = { id: id, offset: offset } break case 'vcount': data.vcount = parseInts(child.textContent) break case 'v': data.v = parseInts(child.textContent) break } } return data } function buildController(data) { const build = { id: data.id } const geometry = library.geometries[build.id] if (data.skin !== undefined) { build.skin = 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 } function 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 // procces 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 procced 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 } } function getController(id) { return getBuild(library.controllers[id], buildController) } // image function parseImage(xml) { const data = { init_from: getElementsByTagName(xml, 'init_from')[0].textContent } library.images[xml.getAttribute('id')] = data } function buildImage(data) { if (data.build !== undefined) return data.build return data.init_from } function getImage(id) { const data = library.images[id] if (data !== undefined) { return getBuild(data, buildImage) } console.warn("THREE.ColladaLoader: Couldn't find image with ID:", id) return null } // effect function parseEffect(xml) { const data = {} for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'profile_COMMON': data.profile = parseEffectProfileCOMMON(child) break } } library.effects[xml.getAttribute('id')] = data } function parseEffectProfileCOMMON(xml) { const data = { surfaces: {}, samplers: {} } for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'newparam': parseEffectNewparam(child, data) break case 'technique': data.technique = parseEffectTechnique(child) break case 'extra': data.extra = parseEffectExtra(child) break } } return data } function parseEffectNewparam(xml, data) { const sid = xml.getAttribute('sid') for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'surface': data.surfaces[sid] = parseEffectSurface(child) break case 'sampler2D': data.samplers[sid] = parseEffectSampler(child) break } } } function parseEffectSurface(xml) { const data = {} for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'init_from': data.init_from = child.textContent break } } return data } function parseEffectSampler(xml) { const data = {} for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'source': data.source = child.textContent break } } return data } function parseEffectTechnique(xml) { const data = {} for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'constant': case 'lambert': case 'blinn': case 'phong': data.type = child.nodeName data.parameters = parseEffectParameters(child) break case 'extra': data.extra = parseEffectExtra(child) break } } return data } function parseEffectParameters(xml) { const data = {} for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'emission': case 'diffuse': case 'specular': case 'bump': case 'ambient': case 'shininess': case 'transparency': data[child.nodeName] = parseEffectParameter(child) break case 'transparent': data[child.nodeName] = { opaque: child.hasAttribute('opaque') ? child.getAttribute('opaque') : 'A_ONE', data: parseEffectParameter(child) } break } } return data } function parseEffectParameter(xml) { const data = {} for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'color': data[child.nodeName] = parseFloats(child.textContent) break case 'float': data[child.nodeName] = parseFloat(child.textContent) break case 'texture': data[child.nodeName] = { id: child.getAttribute('texture'), extra: parseEffectParameterTexture(child) } break } } return data } function parseEffectParameterTexture(xml) { const data = { technique: {} } for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'extra': parseEffectParameterTextureExtra(child, data) break } } return data } function parseEffectParameterTextureExtra(xml, data) { for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'technique': parseEffectParameterTextureExtraTechnique(child, data) break } } } function parseEffectParameterTextureExtraTechnique(xml, data) { for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'repeatU': case 'repeatV': case 'offsetU': case 'offsetV': data.technique[child.nodeName] = parseFloat(child.textContent) break case 'wrapU': case 'wrapV': // some files have values for wrapU/wrapV which become NaN via parseInt if (child.textContent.toUpperCase() === 'TRUE') { data.technique[child.nodeName] = 1 } else if (child.textContent.toUpperCase() === 'FALSE') { data.technique[child.nodeName] = 0 } else { data.technique[child.nodeName] = parseInt(child.textContent) } break case 'bump': data[child.nodeName] = parseEffectExtraTechniqueBump(child) break } } } function parseEffectExtra(xml) { const data = {} for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'technique': data.technique = parseEffectExtraTechnique(child) break } } return data } function parseEffectExtraTechnique(xml) { const data = {} for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'double_sided': data[child.nodeName] = parseInt(child.textContent) break case 'bump': data[child.nodeName] = parseEffectExtraTechniqueBump(child) break } } return data } function parseEffectExtraTechniqueBump(xml) { const data = {} for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'texture': data[child.nodeName] = { id: child.getAttribute('texture'), texcoord: child.getAttribute('texcoord'), extra: parseEffectParameterTexture(child) } break } } return data } function buildEffect(data) { return data } function getEffect(id) { return getBuild(library.effects[id], buildEffect) } // material function parseMaterial(xml) { const data = { name: xml.getAttribute('name') } for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'instance_effect': data.url = parseId(child.getAttribute('url')) break } } library.materials[xml.getAttribute('id')] = data } function 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 = tgaLoader break default: loader = textureLoader } return loader } function buildMaterial(data) { const effect = 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 || '' function getTexture(textureObject, encoding = null) { const sampler = effect.profile.samplers[textureObject.id] let image = null // get image if (sampler !== undefined) { const surface = effect.profile.surfaces[sampler.source] image = getImage(surface.init_from) } else { console.warn('THREE.ColladaLoader: Undefined sampler. Access image directly (see #12530).') image = getImage(textureObject.id) } // create texture if image is avaiable if (image !== null) { const loader = getTextureLoader(image) if (loader !== undefined) { const texture = loader.load(image) const extra = textureObject.extra if (extra !== undefined && extra.technique !== undefined && 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 (encoding !== null) { texture.encoding = encoding } 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, sRGBEncoding) 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, sRGBEncoding) 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, sRGBEncoding) break } } material.color.convertSRGBToLinear() if (material.specular) material.specular.convertSRGBToLinear() if (material.emissive) material.emissive.convertSRGBToLinear() // let transparent = parameters['transparent'] let transparency = parameters['transparency'] // does not exist but if (transparency === undefined && transparent) { transparency = { float: 1 } } // does not exist but 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 } function getMaterial(id) { return getBuild(library.materials[id], buildMaterial) } // camera function parseCamera(xml) { const data = { name: xml.getAttribute('name') } for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'optics': data.optics = parseCameraOptics(child) break } } library.cameras[xml.getAttribute('id')] = data } function parseCameraOptics(xml) { for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] switch (child.nodeName) { case 'technique_common': return parseCameraTechnique(child) } } return {} } function parseCameraTechnique(xml) { const data = {} for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] switch (child.nodeName) { case 'perspective': case 'orthographic': data.technique = child.nodeName data.parameters = parseCameraParameters(child) break } } return data } function parseCameraParameters(xml) { const data = {} for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] switch (child.nodeName) { case 'xfov': case 'yfov': case 'xmag': case 'ymag': case 'znear': case 'zfar': case 'aspect_ratio': data[child.nodeName] = parseFloat(child.textContent) break } } return data } function 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 } function getCamera(id) { const data = library.cameras[id] if (data !== undefined) { return getBuild(data, buildCamera) } console.warn("THREE.ColladaLoader: Couldn't find camera with ID:", id) return null } // light function parseLight(xml) { let data = {} for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'technique_common': data = parseLightTechnique(child) break } } library.lights[xml.getAttribute('id')] = data } function parseLightTechnique(xml) { const data = {} for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'directional': case 'point': case 'spot': case 'ambient': data.technique = child.nodeName data.parameters = parseLightParameters(child) } } return data } function parseLightParameters(xml) { const data = {} for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'color': const array = parseFloats(child.textContent) data.color = new Color().fromArray(array).convertSRGBToLinear() break case 'falloff_angle': data.falloffAngle = parseFloat(child.textContent) break case 'quadratic_attenuation': const f = parseFloat(child.textContent) data.distance = f ? Math.sqrt(1 / f) : 0 break } } return data } function 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 } function getLight(id) { const data = library.lights[id] if (data !== undefined) { return getBuild(data, buildLight) } console.warn("THREE.ColladaLoader: Couldn't find light with ID:", id) return null } // geometry function parseGeometry(xml) { const data = { name: xml.getAttribute('name'), sources: {}, vertices: {}, primitives: [] } const mesh = getElementsByTagName(xml, 'mesh')[0] // the following tags inside geometry are not supported yet (see https://github.com/mrdoob/three.js/pull/12606): convex_mesh, spline, brep if (mesh === undefined) return for (let i = 0; i < mesh.childNodes.length; i++) { const child = mesh.childNodes[i] if (child.nodeType !== 1) continue const id = child.getAttribute('id') switch (child.nodeName) { case 'source': data.sources[id] = parseSource(child) break case 'vertices': // data.sources[ id ] = data.sources[ parseId( getElementsByTagName( child, 'input' )[ 0 ].getAttribute( 'source' ) ) ]; data.vertices = parseGeometryVertices(child) break case 'polygons': console.warn('THREE.ColladaLoader: Unsupported primitive type: ', child.nodeName) break case 'lines': case 'linestrips': case 'polylist': case 'triangles': data.primitives.push(parseGeometryPrimitive(child)) break default: console.log(child) } } library.geometries[xml.getAttribute('id')] = data } function parseSource(xml) { const data = { array: [], stride: 3 } for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'float_array': data.array = parseFloats(child.textContent) break case 'Name_array': data.array = parseStrings(child.textContent) break case 'technique_common': const accessor = getElementsByTagName(child, 'accessor')[0] if (accessor !== undefined) { data.stride = parseInt(accessor.getAttribute('stride')) } break } } return data } function parseGeometryVertices(xml) { const data = {} for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue data[child.getAttribute('semantic')] = parseId(child.getAttribute('source')) } return data } function parseGeometryPrimitive(xml) { const primitive = { type: xml.nodeName, material: xml.getAttribute('material'), count: parseInt(xml.getAttribute('count')), inputs: {}, stride: 0, hasUV: false } for (let i = 0, l = xml.childNodes.length; i < l; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'input': const id = parseId(child.getAttribute('source')) const semantic = child.getAttribute('semantic') const offset = parseInt(child.getAttribute('offset')) const set = parseInt(child.getAttribute('set')) const inputname = set > 0 ? semantic + set : semantic primitive.inputs[inputname] = { id: id, offset: offset } primitive.stride = Math.max(primitive.stride, offset + 1) if (semantic === 'TEXCOORD') primitive.hasUV = true break case 'vcount': primitive.vcount = parseInts(child.textContent) break case 'p': primitive.p = parseInts(child.textContent) break } } return primitive } function 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 } function 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 } } function 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 = 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) checkUVCoordinates(primitiveType) // third, create a buffer geometry for each type of primitives build[type] = buildGeometryType(primitiveType, sources, vertices) } return build } function buildGeometryType(primitives, sources, vertices) { const build = {} const position = { array: [], stride: 0 } const normal = { array: [], stride: 0 } const uv = { array: [], stride: 0 } const uv2 = { 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: Unknow 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 buildGeometryData(primitive, sources[id], input.offset, position.array) position.stride = sources[id].stride if (sources.skinWeights && sources.skinIndices) { buildGeometryData(primitive, sources.skinIndices, input.offset, skinIndex.array) 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': buildGeometryData(primitive, sources[id], input.offset, normal.array) normal.stride = sources[id].stride break case 'COLOR': buildGeometryData(primitive, sources[id], input.offset, color.array) color.stride = sources[id].stride break case 'TEXCOORD': buildGeometryData(primitive, sources[id], input.offset, uv.array) uv.stride = sources[id].stride break case 'TEXCOORD1': buildGeometryData(primitive, sources[id], input.offset, uv2.array) uv.stride = sources[id].stride break default: console.warn('THREE.ColladaLoader: Semantic "%s" not handled in geometry build process.', key) } } break case 'NORMAL': buildGeometryData(primitive, sources[input.id], input.offset, normal.array) normal.stride = sources[input.id].stride break case 'COLOR': buildGeometryData(primitive, sources[input.id], input.offset, color.array, true) color.stride = sources[input.id].stride break case 'TEXCOORD': buildGeometryData(primitive, sources[input.id], input.offset, uv.array) uv.stride = sources[input.id].stride break case 'TEXCOORD1': buildGeometryData(primitive, sources[input.id], input.offset, uv2.array) uv2.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 (uv2.array.length > 0) geometry.setAttribute('uv2', new Float32BufferAttribute(uv2.array, uv2.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 } function buildGeometryData(primitive, source, offset, array, isColor = false) { const indices = primitive.p const stride = primitive.stride const vcount = primitive.vcount 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]).convertSRGBToLinear() 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) } } } function getGeometry(id) { return getBuild(library.geometries[id], buildGeometry) } // kinematics function parseKinematicsModel(xml) { const data = { name: xml.getAttribute('name') || '', joints: {}, links: [] } for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'technique_common': parseKinematicsTechniqueCommon(child, data) break } } library.kinematicsModels[xml.getAttribute('id')] = data } function buildKinematicsModel(data) { if (data.build !== undefined) return data.build return data } function getKinematicsModel(id) { return getBuild(library.kinematicsModels[id], buildKinematicsModel) } function parseKinematicsTechniqueCommon(xml, data) { for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'joint': data.joints[child.getAttribute('sid')] = parseKinematicsJoint(child) break case 'link': data.links.push(parseKinematicsLink(child)) break } } } function parseKinematicsJoint(xml) { let data for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'prismatic': case 'revolute': data = parseKinematicsJointParameter(child) break } } return data } function parseKinematicsJointParameter(xml) { const data = { sid: xml.getAttribute('sid'), name: xml.getAttribute('name') || '', axis: new Vector3(), limits: { min: 0, max: 0 }, type: xml.nodeName, static: false, zeroPosition: 0, middlePosition: 0 } for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'axis': const array = parseFloats(child.textContent) data.axis.fromArray(array) break case 'limits': const max = child.getElementsByTagName('max')[0] const min = child.getElementsByTagName('min')[0] data.limits.max = parseFloat(max.textContent) data.limits.min = parseFloat(min.textContent) break } } // if min is equal to or greater than max, consider the joint static if (data.limits.min >= data.limits.max) { data.static = true } // calculate middle position data.middlePosition = (data.limits.min + data.limits.max) / 2.0 return data } function parseKinematicsLink(xml) { const data = { sid: xml.getAttribute('sid'), name: xml.getAttribute('name') || '', attachments: [], transforms: [] } for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'attachment_full': data.attachments.push(parseKinematicsAttachment(child)) break case 'matrix': case 'translate': case 'rotate': data.transforms.push(parseKinematicsTransform(child)) break } } return data } function parseKinematicsAttachment(xml) { const data = { joint: xml .getAttribute('joint') .split('/') .pop(), transforms: [], links: [] } for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'link': data.links.push(parseKinematicsLink(child)) break case 'matrix': case 'translate': case 'rotate': data.transforms.push(parseKinematicsTransform(child)) break } } return data } function parseKinematicsTransform(xml) { const data = { type: xml.nodeName } const array = parseFloats(xml.textContent) switch (data.type) { case 'matrix': data.obj = new Matrix4() data.obj.fromArray(array).transpose() break case 'translate': data.obj = new Vector3() data.obj.fromArray(array) break case 'rotate': data.obj = new Vector3() data.obj.fromArray(array) data.angle = MathUtils.degToRad(array[3]) break } return data } // physics function parsePhysicsModel(xml) { const data = { name: xml.getAttribute('name') || '', rigidBodies: {} } for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'rigid_body': data.rigidBodies[child.getAttribute('name')] = {} parsePhysicsRigidBody(child, data.rigidBodies[child.getAttribute('name')]) break } } library.physicsModels[xml.getAttribute('id')] = data } function parsePhysicsRigidBody(xml, data) { for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'technique_common': parsePhysicsTechniqueCommon(child, data) break } } } function parsePhysicsTechniqueCommon(xml, data) { for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'inertia': data.inertia = parseFloats(child.textContent) break case 'mass': data.mass = parseFloats(child.textContent)[0] break } } } // scene function parseKinematicsScene(xml) { const data = { bindJointAxis: [] } for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'bind_joint_axis': data.bindJointAxis.push(parseKinematicsBindJointAxis(child)) break } } library.kinematicsScenes[parseId(xml.getAttribute('url'))] = data } function parseKinematicsBindJointAxis(xml) { const data = { target: xml .getAttribute('target') .split('/') .pop() } for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue switch (child.nodeName) { case 'axis': const param = child.getElementsByTagName('param')[0] data.axis = param.textContent const tmpJointIndex = data.axis .split('inst_') .pop() .split('axis')[0] data.jointIndex = tmpJointIndex.substring(0, tmpJointIndex.length - 1) break } } return data } function buildKinematicsScene(data) { if (data.build !== undefined) return data.build return data } function getKinematicsScene(id) { return getBuild(library.kinematicsScenes[id], buildKinematicsScene) } function setupKinematics() { const kinematicsModelId = Object.keys(library.kinematicsModels)[0] const kinematicsSceneId = Object.keys(library.kinematicsScenes)[0] const visualSceneId = Object.keys(library.visualScenes)[0] if (kinematicsModelId === undefined || kinematicsSceneId === undefined) return const kinematicsModel = getKinematicsModel(kinematicsModelId) const kinematicsScene = getKinematicsScene(kinematicsSceneId) const visualScene = getVisualScene(visualSceneId) const bindJointAxis = kinematicsScene.bindJointAxis const jointMap = {} 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] visualScene.traverse(function(object) { if (object.name === visualElementName) { jointMap[jointIndex] = { object: object, transforms: buildTransformList(visualElement), joint: joint, position: joint.zeroPosition } } }) } const m0 = new Matrix4() 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.log('THREE.ColladaLoader: ' + jointIndex + ' does not exist.') } } } } function buildTransformList(node) { const transforms = [] const xml = 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 function prepareNodes(xml) { const elements = xml.getElementsByTagName('node') // ensure all node elements have id attributes for (let i = 0; i < elements.length; i++) { const element = elements[i] if (element.hasAttribute('id') === false) { element.setAttribute('id', generateId()) } } } const matrix = new Matrix4() const vector = new Vector3() function parseNode(xml) { const data = { name: xml.getAttribute('name') || '', type: xml.getAttribute('type'), id: xml.getAttribute('id'), sid: xml.getAttribute('sid'), matrix: new Matrix4(), nodes: [], instanceCameras: [], instanceControllers: [], instanceLights: [], instanceGeometries: [], instanceNodes: [], transforms: {} } for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] if (child.nodeType !== 1) continue let array switch (child.nodeName) { case 'node': data.nodes.push(child.getAttribute('id')) parseNode(child) break case 'instance_camera': data.instanceCameras.push(parseId(child.getAttribute('url'))) break case 'instance_controller': data.instanceControllers.push(parseNodeInstance(child)) break case 'instance_light': data.instanceLights.push(parseId(child.getAttribute('url'))) break case 'instance_geometry': data.instanceGeometries.push(parseNodeInstance(child)) break case 'instance_node': data.instanceNodes.push(parseId(child.getAttribute('url'))) break case 'matrix': array = parseFloats(child.textContent) data.matrix.multiply(matrix.fromArray(array).transpose()) data.transforms[child.getAttribute('sid')] = child.nodeName break case 'translate': array = parseFloats(child.textContent) vector.fromArray(array) data.matrix.multiply(matrix.makeTranslation(vector.x, vector.y, vector.z)) data.transforms[child.getAttribute('sid')] = child.nodeName break case 'rotate': array = parseFloats(child.textContent) const angle = MathUtils.degToRad(array[3]) data.matrix.multiply(matrix.makeRotationAxis(vector.fromArray(array), angle)) data.transforms[child.getAttribute('sid')] = child.nodeName break case 'scale': array = parseFloats(child.textContent) data.matrix.scale(vector.fromArray(array)) data.transforms[child.getAttribute('sid')] = child.nodeName break case 'extra': break default: console.log(child) } } if (hasNode(data.id)) { console.warn('THREE.ColladaLoader: There is already a node with ID %s. Exclude current node from further processing.', data.id) } else { library.nodes[data.id] = data } return data } function parseNodeInstance(xml) { const data = { id: parseId(xml.getAttribute('url')), materials: {}, skeletons: [] } for (let i = 0; i < xml.childNodes.length; i++) { const child = xml.childNodes[i] switch (child.nodeName) { case 'bind_material': const instances = child.getElementsByTagName('instance_material') for (let j = 0; j < instances.length; j++) { const instance = instances[j] const symbol = instance.getAttribute('symbol') const target = instance.getAttribute('target') data.materials[symbol] = parseId(target) } break case 'skeleton': data.skeletons.push(parseId(child.textContent)) break default: break } } return data } function buildSkeleton(skeletons, joints) { const boneData = [] const sortedBoneData = [] let i, j, data // a skeleton can have multiple root bones. collada expresses this // situtation with multiple "skeleton" tags per controller instance for (i = 0; i < skeletons.length; i++) { const skeleton = skeletons[i] let root if (hasNode(skeleton)) { root = getNode(skeleton) buildBoneHierarchy(root, joints, boneData) } else if (hasVisualScene(skeleton)) { // handle case where the skeleton refers to the visual scene (#13335) const visualScene = 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 = getNode(child.id) 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) } function 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 }) } }) } function 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(getNode(nodes[i])) } // instance cameras for (let i = 0, l = instanceCameras.length; i < l; i++) { const instanceCamera = 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 = getController(instance.id) const geometries = getGeometry(controller.id) const newObjects = buildObjects(geometries, instance.materials) const skeletons = instance.skeletons const joints = controller.skin.joints const skeleton = 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 = 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 = getGeometry(instance.id) const newObjects = 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(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 } const fallbackMaterial = new MeshBasicMaterial({ color: 0xff00ff }) function 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(fallbackMaterial) } else { materials.push(getMaterial(id)) } } return materials } function buildObjects(geometries, instanceMaterials) { const objects = [] for (const type in geometries) { const geometry = geometries[type] const materials = 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()) } } // 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 } function hasNode(id) { return library.nodes[id] !== undefined } function getNode(id) { return getBuild(library.nodes[id], buildNode) } // visual scenes function parseVisualScene(xml) { const data = { name: xml.getAttribute('name'), children: [] } prepareNodes(xml) const elements = getElementsByTagName(xml, 'node') for (let i = 0; i < elements.length; i++) { data.children.push(parseNode(elements[i])) } library.visualScenes[xml.getAttribute('id')] = data } function 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(getNode(child.id)) } return group } function hasVisualScene(id) { return library.visualScenes[id] !== undefined } function getVisualScene(id) { return getBuild(library.visualScenes[id], buildVisualScene) } // scenes function parseScene(xml) { const instance = getElementsByTagName(xml, 'instance_visual_scene')[0] return getVisualScene(parseId(instance.getAttribute('url'))) } function setupAnimations() { const clips = library.clips if (isEmpty(clips) === true) { if (isEmpty(library.animations) === false) { // if there are animations but no clips, we create a default clip for playback const tracks = [] for (const id in library.animations) { const animationTracks = getAnimation(id) for (let i = 0, l = animationTracks.length; i < l; i++) { tracks.push(animationTracks[i]) } } animations.push(new AnimationClip('default', -1, tracks)) } } else { for (const id in clips) { animations.push(getAnimationClip(id)) } } } // convert the parser error element into text with each child elements text // separated by new lines. function parserErrorToText(parserError) { let result = '' const stack = [parserError] while (stack.length) { const node = stack.shift() if (node.nodeType === Node.TEXT_NODE) { result += node.textContent } else { result += '\n' stack.push.apply(stack, node.childNodes) } } return result.trim() } if (text.length === 0) { return { scene: new Scene() } } const xml = new DOMParser().parseFromString(text, 'application/xml') const collada = getElementsByTagName(xml, 'COLLADA')[0] const parserError = xml.getElementsByTagName('parsererror')[0] if (parserError !== undefined) { // Chrome will return parser error with a div in it const errorElement = getElementsByTagName(parserError, 'div')[0] let errorText if (errorElement) { errorText = errorElement.textContent } else { errorText = parserErrorToText(parserError) } console.error('THREE.ColladaLoader: Failed to parse collada file.\n', errorText) return null } // metadata const version = collada.getAttribute('version') console.log('THREE.ColladaLoader: File version', version) const asset = parseAsset(getElementsByTagName(collada, 'asset')[0]) const textureLoader = new TextureLoader(this.manager) textureLoader.setPath(this.resourcePath || path).setCrossOrigin(this.crossOrigin) let tgaLoader if (TGALoader) { tgaLoader = new TGALoader(this.manager) tgaLoader.setPath(this.resourcePath || path) } // const tempColor = new Color() const animations = [] let kinematics = {} let count = 0 // const library = { animations: {}, clips: {}, controllers: {}, images: {}, effects: {}, materials: {}, cameras: {}, lights: {}, geometries: {}, nodes: {}, visualScenes: {}, kinematicsModels: {}, physicsModels: {}, kinematicsScenes: {} } parseLibrary(collada, 'library_animations', 'animation', parseAnimation) parseLibrary(collada, 'library_animation_clips', 'animation_clip', parseAnimationClip) parseLibrary(collada, 'library_controllers', 'controller', parseController) parseLibrary(collada, 'library_images', 'image', parseImage) parseLibrary(collada, 'library_effects', 'effect', parseEffect) parseLibrary(collada, 'library_materials', 'material', parseMaterial) parseLibrary(collada, 'library_cameras', 'camera', parseCamera) parseLibrary(collada, 'library_lights', 'light', parseLight) parseLibrary(collada, 'library_geometries', 'geometry', parseGeometry) parseLibrary(collada, 'library_nodes', 'node', parseNode) parseLibrary(collada, 'library_visual_scenes', 'visual_scene', parseVisualScene) parseLibrary(collada, 'library_kinematics_models', 'kinematics_model', parseKinematicsModel) parseLibrary(collada, 'library_physics_models', 'physics_model', parsePhysicsModel) parseLibrary(collada, 'scene', 'instance_kinematics_scene', parseKinematicsScene) buildLibrary(library.animations, buildAnimation) buildLibrary(library.clips, buildAnimationClip) buildLibrary(library.controllers, buildController) buildLibrary(library.images, buildImage) buildLibrary(library.effects, buildEffect) buildLibrary(library.materials, buildMaterial) buildLibrary(library.cameras, buildCamera) buildLibrary(library.lights, buildLight) buildLibrary(library.geometries, buildGeometry) buildLibrary(library.visualScenes, buildVisualScene) setupAnimations() setupKinematics() const scene = parseScene(getElementsByTagName(collada, 'scene')[0]) scene.animations = animations if (asset.upAxis === 'Y_UP') { // bimrocket: Z_UP scene.quaternion.setFromEuler(new Euler(-Math.PI / 2, 0, 0)) } scene.scale.multiplyScalar(asset.unit) return { get animations() { console.warn('THREE.ColladaLoader: Please access animations over scene.animations now.') return animations }, kinematics: kinematics, library: library, scene: scene } } } export { ColladaLoader }