369 lines
9.6 KiB
JavaScript
369 lines
9.6 KiB
JavaScript
/**
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* Parse a list as it is sent by the server and gives a slightly more comprehensible result
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* @private
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*/
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var _parseList2 = function(arr) {
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var ret = {};
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ret.index = arr[1];
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if (arr[0] === 'v') {
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ret.type = 'vertex';
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ret.x = arr[2];
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ret.y = arr[3];
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ret.z = arr[4];
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} else if (arr[0] === 'vt') {
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ret.type = 'texCoord';
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ret.x = arr[2];
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ret.y = arr[3];
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} else if (arr[0] === 'f') {
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ret.type = 'face';
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ret.mesh = arr[2];
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// Only Face3 are allowed
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vertexIndices = arr[3];
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textureIndices = arr[4];
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normalIndices = arr[5];
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// Vertex indices
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ret.a = vertexIndices[0];
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ret.b = vertexIndices[1];
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ret.c = vertexIndices[2];
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// Texutre indices (if they exist)
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if (textureIndices.length > 0) {
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ret.aTexture = textureIndices[0];
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ret.bTexture = textureIndices[1];
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ret.cTexture = textureIndices[2];
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}
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// Normal indices (if they exist)
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if (normalIndices.length > 0) {
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ret.aNormal = normalIndices[0];
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ret.bNormal = normalIndices[1];
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ret.cNormal = normalIndices[2];
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}
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} else if (arr[0] === 'vn') {
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// Normal
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ret.type = "normal";
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ret.x = arr[2];
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ret.y = arr[3];
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ret.z = arr[4];
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} else if (arr[0] === 'u') {
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// usemtl
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ret.index = -1;
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ret.type = 'usemtl';
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ret.materialName = arr[1];
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ret.vLength = arr[2];
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ret.fLength = arr[3];
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ret.texCoordsExist = arr[4];
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ret.normalsExist = arr[5];
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}
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return ret;
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}
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/**
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* Loads a mesh from socket.io
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* @param {string} path path to the .obj file
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* @param {THREE.Scene} scene to add the object
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* @param {PointerCamera} camera the camera that will be sent to server for smart
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* streaming (can be null, then the server will stream the mesh in the .obj
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* order)
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* @param {function} callback callback to call on the objects when they're created
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* @constructor
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*/
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var ProgressiveLoaderGeometry = function(path, scene, camera, callback) {
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/**
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* Path to the .obj file
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* @type {string}
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*/
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this.objPath = path;
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/**
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* Path to the folder where the textures are
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* @type {string}
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*/
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this.texturesPath = path.substring(0, path.lastIndexOf('/')) + '/';
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/**
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* Path to the .mtl file
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* @type {string}
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*/
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this.mtlPath = path.replace('.obj', '.mtl');
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/**
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* Reference to the scene in which the object should be added
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*/
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this.scene = scene;
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/**
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* Callback to call on the object when they're created
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*/
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this.callback = callback;
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/**
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* Counter (not used)
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* @private
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*/
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this.counter = 0;
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/**
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* Group where the sub-objects will be added
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* @type {THREE.Object3D}
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*/
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this.obj = new THREE.Object3D();
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scene.add(this.obj);
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/**
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* Array of the vertices of the mesh
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* @type {THREE.Vector3[]}
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*/
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this.vertices = [];
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/**
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* Array of the texture coordinates of the mesh
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* @type {THREE.Vector2[]}
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*/
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this.texCoords = [];
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/**
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* Array of the normal of the mesh
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* @type {THREE.Vector3[]}
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*/
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this.normals = [];
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/**
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* Array of the UV mapping
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* @description Each element is an array of 3 elements that are the indices
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* of the element in <code>this.texCoords</code> that should be
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* used as texture coordinates for the current vertex of the face
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* @type {Number[][]}
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*/
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this.uvs = [];
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/**
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* Array of all the meshes that will be added to the main object
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* @type {THREE.Mesh[]}
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*/
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this.meshes = [];
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/**
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* Loader for the material file
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* @type {THREE.MTLLoader}
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*/
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this.loader = new THREE.MTLLoader(this.texturesPath);
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/**
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* Socket to connect to get the mesh
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* @type {socket}
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*/
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this.socket = io();
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this.initIOCallbacks();
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/**
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* Reference to the camera
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* @type {PointerCamera}
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*/
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this.camera = camera;
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}
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/**
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* Starts the loading of the mesh
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*/
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ProgressiveLoaderGeometry.prototype.load = function() {
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var self = this;
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this.loader.load(self.mtlPath, function(materialCreator) {
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self.materialCreator = materialCreator;
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materialCreator.preload();
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self.start();
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});
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}
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/**
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* Will return a list representation of the camera (to be sent to the server)
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*/
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ProgressiveLoaderGeometry.prototype.getCamera = function() {
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if (this.camera === null)
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return null;
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return [this.camera.position.x, this.camera.position.y, this.camera.position.z,
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this.camera.target.x, this.camera.target.y, this.camera.target.z];
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}
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/**
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* Initializes the socket.io functions so that it can discuss with the server
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*/
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ProgressiveLoaderGeometry.prototype.initIOCallbacks = function() {
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var self = this;
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this.socket.on('ok', function() {
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console.log('ok');
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self.socket.emit('materials');
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});
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this.socket.on('elements', function(arr) {
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if (arr.length === 0) {
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console.log("Empty array");
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} else {
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console.log("Stuff received");
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}
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// console.log("Received elements for the " + (++self.counter) + "th time !");
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for (var i = 0; i < arr.length; i++) {
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var elt = _parseList2(arr[i]);
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// console.log(elts);
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if (elt.type === 'vertex') {
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// New vertex arrived
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while (elt.index > self.vertices.length) {
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self.vertices.push(new THREE.Vector3());
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}
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self.vertices[elt.index] = new THREE.Vector3(elt.x, elt.y, elt.z);
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self.currentMesh.geometry.verticesNeedUpdate = true;
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} else if (elt.type === 'texCoord') {
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// New texCoord arrived
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self.texCoords[elt.index] = new THREE.Vector2(elt.x, elt.y);
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self.currentMesh.geometry.uvsNeedUpdate = true;
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} else if (elt.type === 'normal') {
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// New normal arrived
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self.normals[elt.index] = new THREE.Vector3(elt.x, elt.y, elt.z);
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} else if (elt.type === 'usemtl') {
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if (self.currentMesh !== undefined) {
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// if (self.currentMesh.geometry.attributes.normal === undefined) {
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// self.currentMesh.geometry.computeVertexNormals();
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// }
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}
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// Must create new mesh
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// console.log("New mesh arrived : " + elt.materialName);
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// Create mesh material
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var material;
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if (elt.materialName === null) {
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// If no material, create a default material
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material = new THREE.MeshLambertMaterial({color: 'red'});
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} else {
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// If material name exists, load if from material, and do a couple of settings
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material = self.materialCreator.materials[elt.materialName.trim()];
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material.side = THREE.DoubleSide;
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if (material.map)
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material.map.wrapS = material.map.wrapT = THREE.RepeatWrapping;
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}
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// Create mesh geometry
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self.uvs = [];
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var geometry = new THREE.Geometry();
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geometry.vertices = self.vertices;
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geometry.faces = [];
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// If texture coords, init faceVertexUvs attribute
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if (elt.texCoordsExist) {
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geometry.faceVertexUvs = [self.uvs];
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}
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geometry.dynamic = true;
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// Create mesh
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var mesh = new THREE.Mesh(geometry, material);
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self.meshes.push(mesh);
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self.currentMesh = mesh;
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if (typeof self.callback === 'function') {
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self.callback(mesh);
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}
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} else if (elt.type === 'face') {
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if (!self.meshes[elt.mesh].added) {
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self.meshes[elt.mesh].added = true;
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self.obj.add(self.meshes[elt.mesh]);
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}
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if (elt.aNormal !== undefined) {
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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]]));
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} else {
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self.meshes[elt.mesh].geometry.faces.push(new THREE.Face3(elt.a, elt.b, elt.c));
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self.meshes[elt.mesh].geometry.computeFaceNormals();
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self.meshes[elt.mesh].geometry.computeVertexNormals();
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}
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if (elt.aTexture !== undefined) {
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self.meshes[elt.mesh].geometry.faceVertexUvs[0].push([self.texCoords[elt.aTexture], self.texCoords[elt.bTexture], self.texCoords[elt.cTexture]]);
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}
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self.meshes[elt.mesh].geometry.verticesNeedUpdate = true;
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self.meshes[elt.mesh].geometry.uvsNeedUpdate = true;
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self.meshes[elt.mesh].geometry.normalsNeedUpdate = true;
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self.meshes[elt.mesh].geometry.groupsNeedUpdate = true;
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}
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}
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// Ask for next elements
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self.socket.emit('next', self.getCamera());
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});
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this.socket.on('disconnect', function() {
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console.log('Finished !');
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self.finished = true;
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});
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}
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/**
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* Starts the communication with the server
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*/
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ProgressiveLoaderGeometry.prototype.start = function() {
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this.socket.emit('request', this.objPath);
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}
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