Removed ProgressiveLoader : ProgressiveLoaderGeometry is now
ProgressiveLoader
This commit is contained in:
parent
93fc7e6b30
commit
80ba3278da
|
@ -45,7 +45,7 @@ function init() {
|
|||
|
||||
// Load the scene
|
||||
// loader = new THREE.OBJLoader();
|
||||
sphereLoader = new L3D.ProgressiveLoaderGeometry('/static/data/spheres/' + params.get.res + '.obj', scene, null);
|
||||
sphereLoader = new L3D.ProgressiveLoader('/static/data/spheres/' + params.get.res + '.obj', scene, null);
|
||||
sphereLoader.load();
|
||||
sphere = sphereLoader.obj;
|
||||
|
||||
|
|
|
@ -1,4 +1,10 @@
|
|||
L3D._parseList = function(arr) {
|
||||
L3D.ProgressiveLoader = (function() {
|
||||
|
||||
/**
|
||||
* Parse a list as it is sent by the server and gives a slightly more comprehensible result
|
||||
* @private
|
||||
*/
|
||||
var _parseList = function(arr) {
|
||||
|
||||
var ret = {};
|
||||
ret.index = arr[1];
|
||||
|
@ -14,11 +20,12 @@ L3D._parseList = function(arr) {
|
|||
ret.y = arr[3];
|
||||
} else if (arr[0] === 'f') {
|
||||
ret.type = 'face';
|
||||
ret.mesh = arr[2];
|
||||
|
||||
// Only Face3 are allowed
|
||||
vertexIndices = arr[2];
|
||||
textureIndices = arr[3];
|
||||
normalIndices = arr[4];
|
||||
vertexIndices = arr[3];
|
||||
textureIndices = arr[4];
|
||||
normalIndices = arr[5];
|
||||
|
||||
// Vertex indices
|
||||
ret.a = vertexIndices[0];
|
||||
|
@ -63,35 +70,120 @@ L3D._parseList = function(arr) {
|
|||
return ret;
|
||||
};
|
||||
|
||||
L3D.ProgressiveLoader = function(path, scene, camera, callback) {
|
||||
// Init attributes
|
||||
this.objPath = path.substring(1, path.length);
|
||||
/**
|
||||
* Loads a mesh from socket.io
|
||||
* @param {string} path path to the .obj file
|
||||
* @param {THREE.Scene} scene to add the object
|
||||
* @param {PointerCamera} camera the camera that will be sent to server for smart
|
||||
* streaming (can be null, then the server will stream the mesh in the .obj
|
||||
* order)
|
||||
* @param {function} callback callback to call on the objects when they're created
|
||||
* @constructor
|
||||
* @memberOf L3D
|
||||
*/
|
||||
var ProgressiveLoader = function(path, scene, camera, callback) {
|
||||
|
||||
/**
|
||||
* Path to the .obj file
|
||||
* @type {string}
|
||||
*/
|
||||
this.objPath = path;
|
||||
|
||||
/**
|
||||
* Path to the folder where the textures are
|
||||
* @type {string}
|
||||
*/
|
||||
this.texturesPath = path.substring(0, path.lastIndexOf('/')) + '/';
|
||||
|
||||
/**
|
||||
* Path to the .mtl file
|
||||
* @type {string}
|
||||
*/
|
||||
this.mtlPath = path.replace('.obj', '.mtl');
|
||||
|
||||
/**
|
||||
* Reference to the scene in which the object should be added
|
||||
*/
|
||||
this.scene = scene;
|
||||
|
||||
/**
|
||||
* Callback to call on the object when they're created
|
||||
*/
|
||||
this.callback = callback;
|
||||
|
||||
/**
|
||||
* Counter (not used)
|
||||
* @private
|
||||
*/
|
||||
this.counter = 0;
|
||||
|
||||
/**
|
||||
* Group where the sub-objects will be added
|
||||
* @type {THREE.Object3D}
|
||||
*/
|
||||
this.obj = new THREE.Object3D();
|
||||
|
||||
scene.add(this.obj);
|
||||
|
||||
/**
|
||||
* Array of the vertices of the mesh
|
||||
* @type {THREE.Vector3[]}
|
||||
*/
|
||||
this.vertices = [];
|
||||
|
||||
/**
|
||||
* Array of the texture coordinates of the mesh
|
||||
* @type {THREE.Vector2[]}
|
||||
*/
|
||||
this.texCoords = [];
|
||||
|
||||
/**
|
||||
* Array of the normal of the mesh
|
||||
* @type {THREE.Vector3[]}
|
||||
*/
|
||||
this.normals = [];
|
||||
|
||||
// Init MTLLoader
|
||||
/**
|
||||
* Array of the UV mapping
|
||||
* @description Each element is an array of 3 elements that are the indices
|
||||
* of the element in <code>this.texCoords</code> that should be
|
||||
* used as texture coordinates for the current vertex of the face
|
||||
* @type {Number[][]}
|
||||
*/
|
||||
this.uvs = [];
|
||||
|
||||
/**
|
||||
* Array of all the meshes that will be added to the main object
|
||||
* @type {THREE.Mesh[]}
|
||||
*/
|
||||
this.meshes = [];
|
||||
|
||||
/**
|
||||
* Loader for the material file
|
||||
* @type {THREE.MTLLoader}
|
||||
*/
|
||||
this.loader = new THREE.MTLLoader(this.texturesPath);
|
||||
|
||||
// Init io stuff
|
||||
/**
|
||||
* Socket to connect to get the mesh
|
||||
* @type {socket}
|
||||
*/
|
||||
this.socket = io();
|
||||
|
||||
this.initIOCallbacks();
|
||||
|
||||
/**
|
||||
* Reference to the camera
|
||||
* @type {PointerCamera}
|
||||
*/
|
||||
this.camera = camera;
|
||||
|
||||
};
|
||||
|
||||
L3D.ProgressiveLoader.prototype.load = function() {
|
||||
/**
|
||||
* Starts the loading of the mesh
|
||||
*/
|
||||
ProgressiveLoader.prototype.load = function() {
|
||||
|
||||
var self = this;
|
||||
|
||||
|
@ -106,17 +198,41 @@ L3D.ProgressiveLoader.prototype.load = function() {
|
|||
});
|
||||
};
|
||||
|
||||
L3D.ProgressiveLoader.prototype.initIOCallbacks = function() {
|
||||
/**
|
||||
* Will return a list representation of the camera (to be sent to the server)
|
||||
*/
|
||||
ProgressiveLoader.prototype.getCamera = function() {
|
||||
if (this.camera === null)
|
||||
return null;
|
||||
|
||||
return this.toList();
|
||||
};
|
||||
|
||||
/**
|
||||
* Initializes the socket.io functions so that it can discuss with the server
|
||||
*/
|
||||
ProgressiveLoader.prototype.initIOCallbacks = function() {
|
||||
|
||||
var self = this;
|
||||
|
||||
this.socket.on('ok', function() {
|
||||
console.log('ok');
|
||||
self.socket.emit('next');
|
||||
self.socket.emit('materials');
|
||||
});
|
||||
|
||||
this.socket.on('elements', function(arr) {
|
||||
|
||||
if (arr.length === 0) {
|
||||
|
||||
console.log("Empty array");
|
||||
|
||||
} else {
|
||||
|
||||
console.log("Stuff received");
|
||||
|
||||
}
|
||||
|
||||
|
||||
// console.log("Received elements for the " + (++self.counter) + "th time !");
|
||||
for (var i = 0; i < arr.length; i++) {
|
||||
|
||||
|
@ -126,29 +242,37 @@ L3D.ProgressiveLoader.prototype.initIOCallbacks = function() {
|
|||
if (elt.type === 'vertex') {
|
||||
|
||||
// New vertex arrived
|
||||
self.vertices[elt.index] = [elt.x, elt.y, elt.z];
|
||||
|
||||
// Fill the array of vertices with null vector (to avoid undefined)
|
||||
while (elt.index > self.vertices.length) {
|
||||
|
||||
self.vertices.push(new THREE.Vector3());
|
||||
|
||||
}
|
||||
|
||||
self.vertices[elt.index] = new THREE.Vector3(elt.x, elt.y, elt.z);
|
||||
self.currentMesh.geometry.verticesNeedUpdate = true;
|
||||
|
||||
} else if (elt.type === 'texCoord') {
|
||||
|
||||
// New texCoord arrived
|
||||
self.texCoords[elt.index] = [elt.x, elt.y];
|
||||
self.texCoords[elt.index] = new THREE.Vector2(elt.x, elt.y);
|
||||
self.currentMesh.geometry.uvsNeedUpdate = true;
|
||||
|
||||
} else if (elt.type === 'normal') {
|
||||
|
||||
// New normal arrived
|
||||
self.normals[elt.index] = [elt.x, elt.y, elt.z];
|
||||
self.normals[elt.index] = new THREE.Vector3(elt.x, elt.y, elt.z);
|
||||
|
||||
} else if (elt.type === 'usemtl') {
|
||||
|
||||
if (self.currentMesh !== undefined) {
|
||||
|
||||
self.currentMesh.geometry.computeBoundingSphere();
|
||||
// if (self.currentMesh.geometry.attributes.normal === undefined) {
|
||||
|
||||
if (self.currentMesh.geometry.attributes.normal === undefined) {
|
||||
// self.currentMesh.geometry.computeVertexNormals();
|
||||
|
||||
self.currentMesh.geometry.computeVertexNormals();
|
||||
|
||||
}
|
||||
// }
|
||||
|
||||
}
|
||||
|
||||
|
@ -175,41 +299,24 @@ L3D.ProgressiveLoader.prototype.initIOCallbacks = function() {
|
|||
}
|
||||
|
||||
// Create mesh geometry
|
||||
var geometry = new THREE.BufferGeometry();
|
||||
geometry.dynamic = true;
|
||||
self.uvs = [];
|
||||
var geometry = new THREE.Geometry();
|
||||
geometry.vertices = self.vertices;
|
||||
geometry.faces = [];
|
||||
|
||||
var positionArray = new Float32Array(elt.fLength * 3 * 3);
|
||||
var positionAttribute = new THREE.BufferAttribute(positionArray, 3);
|
||||
|
||||
geometry.addAttribute('position', positionAttribute);
|
||||
|
||||
// Add other attributes if necessary
|
||||
// If texture coords, init faceVertexUvs attribute
|
||||
if (elt.texCoordsExist) {
|
||||
|
||||
// console.log("Mesh with textures");
|
||||
|
||||
var uvArray = new Float32Array(elt.fLength * 3 * 2);
|
||||
var uvAttribute = new THREE.BufferAttribute(uvArray, 2);
|
||||
|
||||
geometry.addAttribute('uv', uvAttribute);
|
||||
geometry.faceVertexUvs = [self.uvs];
|
||||
}
|
||||
|
||||
if (elt.normalsExist) {
|
||||
|
||||
// console.log("Mesh with normals");
|
||||
|
||||
var normalArray = new Float32Array(elt.fLength * 3 * 3);
|
||||
var normalAttribute = new THREE.BufferAttribute(normalArray, 3);
|
||||
|
||||
geometry.addAttribute('normal', normalAttribute);
|
||||
|
||||
}
|
||||
geometry.dynamic = true;
|
||||
|
||||
// Create mesh
|
||||
var mesh = new THREE.Mesh(geometry, material);
|
||||
mesh.faceNumber = elt.fLength;
|
||||
self.meshes.push(mesh);
|
||||
|
||||
self.currentMesh = mesh;
|
||||
self.obj.add(mesh);
|
||||
|
||||
if (typeof self.callback === 'function') {
|
||||
self.callback(mesh);
|
||||
|
@ -217,61 +324,45 @@ L3D.ProgressiveLoader.prototype.initIOCallbacks = function() {
|
|||
|
||||
} else if (elt.type === 'face') {
|
||||
|
||||
// New face arrived : add it into current mesh
|
||||
self.currentMesh.geometry.attributes.position.array[elt.index * 9 ] = self.vertices[elt.a][0];
|
||||
self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 1] = self.vertices[elt.a][1];
|
||||
self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 2] = self.vertices[elt.a][2];
|
||||
if (!self.meshes[elt.mesh].added) {
|
||||
|
||||
self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 3] = self.vertices[elt.b][0];
|
||||
self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 4] = self.vertices[elt.b][1];
|
||||
self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 5] = self.vertices[elt.b][2];
|
||||
self.meshes[elt.mesh].added = true;
|
||||
self.obj.add(self.meshes[elt.mesh]);
|
||||
|
||||
self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 6] = self.vertices[elt.c][0];
|
||||
self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 7] = self.vertices[elt.c][1];
|
||||
self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 8] = self.vertices[elt.c][2];
|
||||
}
|
||||
|
||||
self.currentMesh.geometry.attributes.position.needsUpdate = true;
|
||||
|
||||
// If normals
|
||||
if (elt.aNormal !== undefined) {
|
||||
|
||||
self.currentMesh.geometry.attributes.normal.array[elt.index * 9 ] = self.normals[elt.aNormal][0];
|
||||
self.currentMesh.geometry.attributes.normal.array[elt.index * 9 + 1] = self.normals[elt.aNormal][1];
|
||||
self.currentMesh.geometry.attributes.normal.array[elt.index * 9 + 2] = self.normals[elt.aNormal][2];
|
||||
|
||||
self.currentMesh.geometry.attributes.normal.array[elt.index * 9 + 3] = self.normals[elt.bNormal][0];
|
||||
self.currentMesh.geometry.attributes.normal.array[elt.index * 9 + 4] = self.normals[elt.bNormal][1];
|
||||
self.currentMesh.geometry.attributes.normal.array[elt.index * 9 + 5] = self.normals[elt.bNormal][2];
|
||||
|
||||
self.currentMesh.geometry.attributes.normal.array[elt.index * 9 + 6] = self.normals[elt.cNormal][0];
|
||||
self.currentMesh.geometry.attributes.normal.array[elt.index * 9 + 7] = self.normals[elt.cNormal][1];
|
||||
self.currentMesh.geometry.attributes.normal.array[elt.index * 9 + 8] = self.normals[elt.cNormal][2];
|
||||
|
||||
self.currentMesh.geometry.attributes.normal.needsUpdate = true;
|
||||
|
||||
self.meshes[elt.mesh].geometry.faces.push(new THREE.Face3(elt.a, elt.b, elt.c, [self.normals[elt.aNormal], self.normals[elt.bNormal], self.normals[elt.cNormal]]));
|
||||
} else {
|
||||
self.meshes[elt.mesh].geometry.faces.push(new THREE.Face3(elt.a, elt.b, elt.c));
|
||||
self.meshes[elt.mesh].geometry.computeFaceNormals();
|
||||
self.meshes[elt.mesh].geometry.computeVertexNormals();
|
||||
}
|
||||
|
||||
if (elt.aTexture !== undefined) {
|
||||
|
||||
self.currentMesh.geometry.attributes.uv.array[elt.index * 6 ] = self.texCoords[elt.aTexture][0];
|
||||
self.currentMesh.geometry.attributes.uv.array[elt.index * 6 + 1] = self.texCoords[elt.aTexture][1];
|
||||
|
||||
self.currentMesh.geometry.attributes.uv.array[elt.index * 6 + 2] = self.texCoords[elt.bTexture][0];
|
||||
self.currentMesh.geometry.attributes.uv.array[elt.index * 6 + 3] = self.texCoords[elt.bTexture][1];
|
||||
|
||||
self.currentMesh.geometry.attributes.uv.array[elt.index * 6 + 4] = self.texCoords[elt.cTexture][0];
|
||||
self.currentMesh.geometry.attributes.uv.array[elt.index * 6 + 5] = self.texCoords[elt.cTexture][1];
|
||||
|
||||
self.currentMesh.geometry.attributes.uv.needsUpdate = true;
|
||||
self.meshes[elt.mesh].geometry.faceVertexUvs[0].push([self.texCoords[elt.aTexture], self.texCoords[elt.bTexture], self.texCoords[elt.cTexture]]);
|
||||
|
||||
}
|
||||
|
||||
self.meshes[elt.mesh].geometry.verticesNeedUpdate = true;
|
||||
self.meshes[elt.mesh].geometry.uvsNeedUpdate = true;
|
||||
self.meshes[elt.mesh].geometry.normalsNeedUpdate = true;
|
||||
self.meshes[elt.mesh].geometry.groupsNeedUpdate = true;
|
||||
|
||||
if (self.meshes[elt.mesh].faceNumber === self.meshes[elt.mesh].geometry.faces.length) {
|
||||
|
||||
self.meshes[elt.mesh].geometry.computeBoundingSphere();
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Ask for next elements
|
||||
self.socket.emit('next');
|
||||
self.socket.emit('next', self.getCamera());
|
||||
});
|
||||
|
||||
this.socket.on('disconnect', function() {
|
||||
|
@ -280,7 +371,13 @@ L3D.ProgressiveLoader.prototype.initIOCallbacks = function() {
|
|||
});
|
||||
};
|
||||
|
||||
L3D.ProgressiveLoader.prototype.start = function() {
|
||||
/**
|
||||
* Starts the communication with the server
|
||||
*/
|
||||
ProgressiveLoader.prototype.start = function() {
|
||||
this.socket.emit('request', this.objPath);
|
||||
};
|
||||
|
||||
return ProgressiveLoader;
|
||||
|
||||
})();
|
||||
|
|
|
@ -1,383 +0,0 @@
|
|||
L3D.ProgressiveLoaderGeometry = (function() {
|
||||
|
||||
/**
|
||||
* Parse a list as it is sent by the server and gives a slightly more comprehensible result
|
||||
* @private
|
||||
*/
|
||||
var _parseList = function(arr) {
|
||||
|
||||
var ret = {};
|
||||
ret.index = arr[1];
|
||||
|
||||
if (arr[0] === 'v') {
|
||||
ret.type = 'vertex';
|
||||
ret.x = arr[2];
|
||||
ret.y = arr[3];
|
||||
ret.z = arr[4];
|
||||
} else if (arr[0] === 'vt') {
|
||||
ret.type = 'texCoord';
|
||||
ret.x = arr[2];
|
||||
ret.y = arr[3];
|
||||
} else if (arr[0] === 'f') {
|
||||
ret.type = 'face';
|
||||
ret.mesh = arr[2];
|
||||
|
||||
// Only Face3 are allowed
|
||||
vertexIndices = arr[3];
|
||||
textureIndices = arr[4];
|
||||
normalIndices = arr[5];
|
||||
|
||||
// Vertex indices
|
||||
ret.a = vertexIndices[0];
|
||||
ret.b = vertexIndices[1];
|
||||
ret.c = vertexIndices[2];
|
||||
|
||||
// Texutre indices (if they exist)
|
||||
if (textureIndices.length > 0) {
|
||||
ret.aTexture = textureIndices[0];
|
||||
ret.bTexture = textureIndices[1];
|
||||
ret.cTexture = textureIndices[2];
|
||||
}
|
||||
|
||||
// Normal indices (if they exist)
|
||||
if (normalIndices.length > 0) {
|
||||
ret.aNormal = normalIndices[0];
|
||||
ret.bNormal = normalIndices[1];
|
||||
ret.cNormal = normalIndices[2];
|
||||
}
|
||||
|
||||
} else if (arr[0] === 'vn') {
|
||||
|
||||
// Normal
|
||||
ret.type = "normal";
|
||||
ret.x = arr[2];
|
||||
ret.y = arr[3];
|
||||
ret.z = arr[4];
|
||||
|
||||
} else if (arr[0] === 'u') {
|
||||
|
||||
// usemtl
|
||||
ret.index = -1;
|
||||
ret.type = 'usemtl';
|
||||
ret.materialName = arr[1];
|
||||
ret.vLength = arr[2];
|
||||
ret.fLength = arr[3];
|
||||
ret.texCoordsExist = arr[4];
|
||||
ret.normalsExist = arr[5];
|
||||
|
||||
}
|
||||
|
||||
return ret;
|
||||
};
|
||||
|
||||
/**
|
||||
* Loads a mesh from socket.io
|
||||
* @param {string} path path to the .obj file
|
||||
* @param {THREE.Scene} scene to add the object
|
||||
* @param {PointerCamera} camera the camera that will be sent to server for smart
|
||||
* streaming (can be null, then the server will stream the mesh in the .obj
|
||||
* order)
|
||||
* @param {function} callback callback to call on the objects when they're created
|
||||
* @constructor
|
||||
* @memberOf L3D
|
||||
*/
|
||||
var ProgressiveLoaderGeometry = function(path, scene, camera, callback) {
|
||||
|
||||
/**
|
||||
* Path to the .obj file
|
||||
* @type {string}
|
||||
*/
|
||||
this.objPath = path;
|
||||
|
||||
/**
|
||||
* Path to the folder where the textures are
|
||||
* @type {string}
|
||||
*/
|
||||
this.texturesPath = path.substring(0, path.lastIndexOf('/')) + '/';
|
||||
|
||||
/**
|
||||
* Path to the .mtl file
|
||||
* @type {string}
|
||||
*/
|
||||
this.mtlPath = path.replace('.obj', '.mtl');
|
||||
|
||||
/**
|
||||
* Reference to the scene in which the object should be added
|
||||
*/
|
||||
this.scene = scene;
|
||||
|
||||
/**
|
||||
* Callback to call on the object when they're created
|
||||
*/
|
||||
this.callback = callback;
|
||||
|
||||
/**
|
||||
* Counter (not used)
|
||||
* @private
|
||||
*/
|
||||
this.counter = 0;
|
||||
|
||||
/**
|
||||
* Group where the sub-objects will be added
|
||||
* @type {THREE.Object3D}
|
||||
*/
|
||||
this.obj = new THREE.Object3D();
|
||||
|
||||
scene.add(this.obj);
|
||||
|
||||
/**
|
||||
* Array of the vertices of the mesh
|
||||
* @type {THREE.Vector3[]}
|
||||
*/
|
||||
this.vertices = [];
|
||||
|
||||
/**
|
||||
* Array of the texture coordinates of the mesh
|
||||
* @type {THREE.Vector2[]}
|
||||
*/
|
||||
this.texCoords = [];
|
||||
|
||||
/**
|
||||
* Array of the normal of the mesh
|
||||
* @type {THREE.Vector3[]}
|
||||
*/
|
||||
this.normals = [];
|
||||
|
||||
/**
|
||||
* Array of the UV mapping
|
||||
* @description Each element is an array of 3 elements that are the indices
|
||||
* of the element in <code>this.texCoords</code> that should be
|
||||
* used as texture coordinates for the current vertex of the face
|
||||
* @type {Number[][]}
|
||||
*/
|
||||
this.uvs = [];
|
||||
|
||||
/**
|
||||
* Array of all the meshes that will be added to the main object
|
||||
* @type {THREE.Mesh[]}
|
||||
*/
|
||||
this.meshes = [];
|
||||
|
||||
/**
|
||||
* Loader for the material file
|
||||
* @type {THREE.MTLLoader}
|
||||
*/
|
||||
this.loader = new THREE.MTLLoader(this.texturesPath);
|
||||
|
||||
/**
|
||||
* Socket to connect to get the mesh
|
||||
* @type {socket}
|
||||
*/
|
||||
this.socket = io();
|
||||
|
||||
this.initIOCallbacks();
|
||||
|
||||
/**
|
||||
* Reference to the camera
|
||||
* @type {PointerCamera}
|
||||
*/
|
||||
this.camera = camera;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Starts the loading of the mesh
|
||||
*/
|
||||
ProgressiveLoaderGeometry.prototype.load = function() {
|
||||
|
||||
var self = this;
|
||||
|
||||
this.loader.load(self.mtlPath, function(materialCreator) {
|
||||
|
||||
self.materialCreator = materialCreator;
|
||||
|
||||
materialCreator.preload();
|
||||
|
||||
self.start();
|
||||
|
||||
});
|
||||
};
|
||||
|
||||
/**
|
||||
* Will return a list representation of the camera (to be sent to the server)
|
||||
*/
|
||||
ProgressiveLoaderGeometry.prototype.getCamera = function() {
|
||||
if (this.camera === null)
|
||||
return null;
|
||||
|
||||
return this.toList();
|
||||
};
|
||||
|
||||
/**
|
||||
* Initializes the socket.io functions so that it can discuss with the server
|
||||
*/
|
||||
ProgressiveLoaderGeometry.prototype.initIOCallbacks = function() {
|
||||
|
||||
var self = this;
|
||||
|
||||
this.socket.on('ok', function() {
|
||||
console.log('ok');
|
||||
self.socket.emit('materials');
|
||||
});
|
||||
|
||||
this.socket.on('elements', function(arr) {
|
||||
|
||||
if (arr.length === 0) {
|
||||
|
||||
console.log("Empty array");
|
||||
|
||||
} else {
|
||||
|
||||
console.log("Stuff received");
|
||||
|
||||
}
|
||||
|
||||
|
||||
// console.log("Received elements for the " + (++self.counter) + "th time !");
|
||||
for (var i = 0; i < arr.length; i++) {
|
||||
|
||||
var elt = _parseList(arr[i]);
|
||||
|
||||
// console.log(elts);
|
||||
if (elt.type === 'vertex') {
|
||||
|
||||
// New vertex arrived
|
||||
|
||||
// Fill the array of vertices with null vector (to avoid undefined)
|
||||
while (elt.index > self.vertices.length) {
|
||||
|
||||
self.vertices.push(new THREE.Vector3());
|
||||
|
||||
}
|
||||
|
||||
self.vertices[elt.index] = new THREE.Vector3(elt.x, elt.y, elt.z);
|
||||
self.currentMesh.geometry.verticesNeedUpdate = true;
|
||||
|
||||
} else if (elt.type === 'texCoord') {
|
||||
|
||||
// New texCoord arrived
|
||||
self.texCoords[elt.index] = new THREE.Vector2(elt.x, elt.y);
|
||||
self.currentMesh.geometry.uvsNeedUpdate = true;
|
||||
|
||||
} else if (elt.type === 'normal') {
|
||||
|
||||
// New normal arrived
|
||||
self.normals[elt.index] = new THREE.Vector3(elt.x, elt.y, elt.z);
|
||||
|
||||
} else if (elt.type === 'usemtl') {
|
||||
|
||||
if (self.currentMesh !== undefined) {
|
||||
|
||||
// if (self.currentMesh.geometry.attributes.normal === undefined) {
|
||||
|
||||
// self.currentMesh.geometry.computeVertexNormals();
|
||||
|
||||
// }
|
||||
|
||||
}
|
||||
|
||||
// Must create new mesh
|
||||
// console.log("New mesh arrived : " + elt.materialName);
|
||||
|
||||
// Create mesh material
|
||||
var material;
|
||||
|
||||
if (elt.materialName === null) {
|
||||
|
||||
// If no material, create a default material
|
||||
material = new THREE.MeshLambertMaterial({color: 'red'});
|
||||
|
||||
} else {
|
||||
|
||||
// If material name exists, load if from material, and do a couple of settings
|
||||
material = self.materialCreator.materials[elt.materialName.trim()];
|
||||
|
||||
material.side = THREE.DoubleSide;
|
||||
|
||||
if (material.map)
|
||||
material.map.wrapS = material.map.wrapT = THREE.RepeatWrapping;
|
||||
}
|
||||
|
||||
// Create mesh geometry
|
||||
self.uvs = [];
|
||||
var geometry = new THREE.Geometry();
|
||||
geometry.vertices = self.vertices;
|
||||
geometry.faces = [];
|
||||
|
||||
// If texture coords, init faceVertexUvs attribute
|
||||
if (elt.texCoordsExist) {
|
||||
geometry.faceVertexUvs = [self.uvs];
|
||||
}
|
||||
|
||||
geometry.dynamic = true;
|
||||
|
||||
// Create mesh
|
||||
var mesh = new THREE.Mesh(geometry, material);
|
||||
mesh.faceNumber = elt.fLength;
|
||||
self.meshes.push(mesh);
|
||||
|
||||
self.currentMesh = mesh;
|
||||
|
||||
if (typeof self.callback === 'function') {
|
||||
self.callback(mesh);
|
||||
}
|
||||
|
||||
} else if (elt.type === 'face') {
|
||||
|
||||
if (!self.meshes[elt.mesh].added) {
|
||||
|
||||
self.meshes[elt.mesh].added = true;
|
||||
self.obj.add(self.meshes[elt.mesh]);
|
||||
|
||||
}
|
||||
|
||||
if (elt.aNormal !== undefined) {
|
||||
self.meshes[elt.mesh].geometry.faces.push(new THREE.Face3(elt.a, elt.b, elt.c, [self.normals[elt.aNormal], self.normals[elt.bNormal], self.normals[elt.cNormal]]));
|
||||
} else {
|
||||
self.meshes[elt.mesh].geometry.faces.push(new THREE.Face3(elt.a, elt.b, elt.c));
|
||||
self.meshes[elt.mesh].geometry.computeFaceNormals();
|
||||
self.meshes[elt.mesh].geometry.computeVertexNormals();
|
||||
}
|
||||
|
||||
if (elt.aTexture !== undefined) {
|
||||
|
||||
self.meshes[elt.mesh].geometry.faceVertexUvs[0].push([self.texCoords[elt.aTexture], self.texCoords[elt.bTexture], self.texCoords[elt.cTexture]]);
|
||||
|
||||
}
|
||||
|
||||
self.meshes[elt.mesh].geometry.verticesNeedUpdate = true;
|
||||
self.meshes[elt.mesh].geometry.uvsNeedUpdate = true;
|
||||
self.meshes[elt.mesh].geometry.normalsNeedUpdate = true;
|
||||
self.meshes[elt.mesh].geometry.groupsNeedUpdate = true;
|
||||
|
||||
if (self.meshes[elt.mesh].faceNumber === self.meshes[elt.mesh].geometry.faces.length) {
|
||||
|
||||
self.meshes[elt.mesh].geometry.computeBoundingSphere();
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Ask for next elements
|
||||
self.socket.emit('next', self.getCamera());
|
||||
});
|
||||
|
||||
this.socket.on('disconnect', function() {
|
||||
console.log('Finished !');
|
||||
self.finished = true;
|
||||
});
|
||||
};
|
||||
|
||||
/**
|
||||
* Starts the communication with the server
|
||||
*/
|
||||
ProgressiveLoaderGeometry.prototype.start = function() {
|
||||
this.socket.emit('request', this.objPath);
|
||||
};
|
||||
|
||||
return ProgressiveLoaderGeometry;
|
||||
|
||||
})();
|
|
@ -12,7 +12,7 @@ L3D.addLight = function(scene) {
|
|||
|
||||
L3D.initPeachCastle = function(scene, collidableObjects, camera) {
|
||||
|
||||
var loader = new L3D.ProgressiveLoaderGeometry(
|
||||
var loader = new L3D.ProgressiveLoader(
|
||||
'/static/data/castle/princess peaches castle (outside).obj',
|
||||
scene,
|
||||
null,
|
||||
|
@ -154,7 +154,7 @@ L3D.createPeachCameras = function(width, height) {
|
|||
|
||||
L3D.initBobombScene = function(scene, collidableObjects, camera) {
|
||||
|
||||
var loader = new L3D.ProgressiveLoaderGeometry(
|
||||
var loader = new L3D.ProgressiveLoader(
|
||||
'/static/data/bobomb/bobomb battlefeild.obj',
|
||||
scene,
|
||||
null,
|
||||
|
@ -299,7 +299,7 @@ L3D.initBobomb = function(camera, scene, coins) {
|
|||
|
||||
L3D.initWhompScene = function(scene, collidableObjects, camera) {
|
||||
|
||||
var loader = new L3D.ProgressiveLoaderGeometry(
|
||||
var loader = new L3D.ProgressiveLoader(
|
||||
'/static/data/whomp/Whomps Fortress.obj',
|
||||
scene,
|
||||
null,
|
||||
|
@ -471,7 +471,7 @@ L3D.initWhomp = function(camera, scene, coins) {
|
|||
|
||||
L3D.initMountainScene = function(scene, collidableObjects, camera) {
|
||||
|
||||
var loader = new L3D.ProgressiveLoaderGeometry(
|
||||
var loader = new L3D.ProgressiveLoader(
|
||||
'/static/data/mountain/coocoolmountain.obj',
|
||||
scene,
|
||||
null,
|
||||
|
@ -622,7 +622,7 @@ L3D.initMountain = function(camera, scene, coins) {
|
|||
|
||||
L3D.initSponzaScene = function(scene, collidableObjects, camera) {
|
||||
|
||||
var loader = new L3D.ProgressiveLoaderGeometry(
|
||||
var loader = new L3D.ProgressiveLoader(
|
||||
'/static/data/sponza/sponza.obj',
|
||||
scene,
|
||||
camera,
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
var list = new utils.List();
|
||||
var list = new L3D.utils.List();
|
||||
var size = 100;
|
||||
|
||||
for (var i = 0; i < size; i++) {
|
||||
|
|
Loading…
Reference in New Issue