( function () { /** * Autodesk 3DS three.js file loader, based on lib3ds. * * Loads geometry with uv and materials basic properties with texture support. * * @class TDSLoader * @constructor */ class TDSLoader extends THREE.Loader { constructor( manager ) { super( manager ); this.debug = false; this.group = null; this.materials = []; this.meshes = []; } /** * Load 3ds file from url. * * @method load * @param {[type]} url URL for the file. * @param {Function} onLoad onLoad callback, receives group Object3D as argument. * @param {Function} onProgress onProgress callback. * @param {Function} onError onError callback. */ load( url, onLoad, onProgress, onError ) { const scope = this; const path = this.path === '' ? THREE.LoaderUtils.extractUrlBase( url ) : this.path; const loader = new THREE.FileLoader( this.manager ); loader.setPath( this.path ); loader.setResponseType( 'arraybuffer' ); loader.setRequestHeader( this.requestHeader ); loader.setWithCredentials( this.withCredentials ); loader.load( url, function ( data ) { try { onLoad( scope.parse( data, path ) ); } catch ( e ) { if ( onError ) { onError( e ); } else { console.error( e ); } scope.manager.itemError( url ); } }, onProgress, onError ); } /** * Parse arraybuffer data and load 3ds file. * * @method parse * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded. * @param {String} path Path for external resources. * @return {Group} THREE.Group loaded from 3ds file. */ parse( arraybuffer, path ) { this.group = new THREE.Group(); this.materials = []; this.meshes = []; this.readFile( arraybuffer, path ); for ( let i = 0; i < this.meshes.length; i ++ ) { this.group.add( this.meshes[ i ] ); } return this.group; } /** * Decode file content to read 3ds data. * * @method readFile * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded. * @param {String} path Path for external resources. */ readFile( arraybuffer, path ) { const data = new DataView( arraybuffer ); const chunk = new Chunk( data, 0, this.debugMessage ); if ( chunk.id === MLIBMAGIC || chunk.id === CMAGIC || chunk.id === M3DMAGIC ) { let next = chunk.readChunk(); while ( next ) { if ( next.id === M3D_VERSION ) { const version = next.readDWord(); this.debugMessage( '3DS file version: ' + version ); } else if ( next.id === MDATA ) { this.readMeshData( next, path ); } else { this.debugMessage( 'Unknown main chunk: ' + next.hexId ); } next = chunk.readChunk(); } } this.debugMessage( 'Parsed ' + this.meshes.length + ' meshes' ); } /** * Read mesh data chunk. * * @method readMeshData * @param {Chunk} chunk to read mesh from * @param {String} path Path for external resources. */ readMeshData( chunk, path ) { let next = chunk.readChunk(); while ( next ) { if ( next.id === MESH_VERSION ) { const version = + next.readDWord(); this.debugMessage( 'Mesh Version: ' + version ); } else if ( next.id === MASTER_SCALE ) { const scale = next.readFloat(); this.debugMessage( 'Master scale: ' + scale ); this.group.scale.set( scale, scale, scale ); } else if ( next.id === NAMED_OBJECT ) { this.debugMessage( 'Named Object' ); this.readNamedObject( next ); } else if ( next.id === MAT_ENTRY ) { this.debugMessage( 'Material' ); this.readMaterialEntry( next, path ); } else { this.debugMessage( 'Unknown MDATA chunk: ' + next.hexId ); } next = chunk.readChunk(); } } /** * Read named object chunk. * * @method readNamedObject * @param {Chunk} chunk Chunk in use. */ readNamedObject( chunk ) { const name = chunk.readString(); let next = chunk.readChunk(); while ( next ) { if ( next.id === N_TRI_OBJECT ) { const mesh = this.readMesh( next ); mesh.name = name; this.meshes.push( mesh ); } else { this.debugMessage( 'Unknown named object chunk: ' + next.hexId ); } next = chunk.readChunk(); } } /** * Read material data chunk and add it to the material list. * * @method readMaterialEntry * @param {Chunk} chunk Chunk in use. * @param {String} path Path for external resources. */ readMaterialEntry( chunk, path ) { let next = chunk.readChunk(); const material = new THREE.MeshPhongMaterial(); while ( next ) { if ( next.id === MAT_NAME ) { material.name = next.readString(); this.debugMessage( ' Name: ' + material.name ); } else if ( next.id === MAT_WIRE ) { this.debugMessage( ' Wireframe' ); material.wireframe = true; } else if ( next.id === MAT_WIRE_SIZE ) { const value = next.readByte(); material.wireframeLinewidth = value; this.debugMessage( ' Wireframe Thickness: ' + value ); } else if ( next.id === MAT_TWO_SIDE ) { material.side = THREE.DoubleSide; this.debugMessage( ' DoubleSided' ); } else if ( next.id === MAT_ADDITIVE ) { this.debugMessage( ' Additive Blending' ); material.blending = THREE.AdditiveBlending; } else if ( next.id === MAT_DIFFUSE ) { this.debugMessage( ' Diffuse THREE.Color' ); material.color = this.readColor( next ); } else if ( next.id === MAT_SPECULAR ) { this.debugMessage( ' Specular THREE.Color' ); material.specular = this.readColor( next ); } else if ( next.id === MAT_AMBIENT ) { this.debugMessage( ' Ambient color' ); material.color = this.readColor( next ); } else if ( next.id === MAT_SHININESS ) { const shininess = this.readPercentage( next ); material.shininess = shininess * 100; this.debugMessage( ' Shininess : ' + shininess ); } else if ( next.id === MAT_TRANSPARENCY ) { const transparency = this.readPercentage( next ); material.opacity = 1 - transparency; this.debugMessage( ' Transparency : ' + transparency ); material.transparent = material.opacity < 1 ? true : false; } else if ( next.id === MAT_TEXMAP ) { this.debugMessage( ' ColorMap' ); material.map = this.readMap( next, path ); } else if ( next.id === MAT_BUMPMAP ) { this.debugMessage( ' BumpMap' ); material.bumpMap = this.readMap( next, path ); } else if ( next.id === MAT_OPACMAP ) { this.debugMessage( ' OpacityMap' ); material.alphaMap = this.readMap( next, path ); } else if ( next.id === MAT_SPECMAP ) { this.debugMessage( ' SpecularMap' ); material.specularMap = this.readMap( next, path ); } else { this.debugMessage( ' Unknown material chunk: ' + next.hexId ); } next = chunk.readChunk(); } this.materials[ material.name ] = material; } /** * Read mesh data chunk. * * @method readMesh * @param {Chunk} chunk Chunk in use. * @return {Mesh} The parsed mesh. */ readMesh( chunk ) { let next = chunk.readChunk(); const geometry = new THREE.BufferGeometry(); const material = new THREE.MeshPhongMaterial(); const mesh = new THREE.Mesh( geometry, material ); mesh.name = 'mesh'; while ( next ) { if ( next.id === POINT_ARRAY ) { const points = next.readWord(); this.debugMessage( ' Vertex: ' + points ); //BufferGeometry const vertices = []; for ( let i = 0; i < points; i ++ ) { vertices.push( next.readFloat() ); vertices.push( next.readFloat() ); vertices.push( next.readFloat() ); } geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) ); } else if ( next.id === FACE_ARRAY ) { this.readFaceArray( next, mesh ); } else if ( next.id === TEX_VERTS ) { const texels = next.readWord(); this.debugMessage( ' UV: ' + texels ); //BufferGeometry const uvs = []; for ( let i = 0; i < texels; i ++ ) { uvs.push( next.readFloat() ); uvs.push( next.readFloat() ); } geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) ); } else if ( next.id === MESH_MATRIX ) { this.debugMessage( ' Tranformation Matrix (TODO)' ); const values = []; for ( let i = 0; i < 12; i ++ ) { values[ i ] = next.readFloat(); } const matrix = new THREE.Matrix4(); //X Line matrix.elements[ 0 ] = values[ 0 ]; matrix.elements[ 1 ] = values[ 6 ]; matrix.elements[ 2 ] = values[ 3 ]; matrix.elements[ 3 ] = values[ 9 ]; //Y Line matrix.elements[ 4 ] = values[ 2 ]; matrix.elements[ 5 ] = values[ 8 ]; matrix.elements[ 6 ] = values[ 5 ]; matrix.elements[ 7 ] = values[ 11 ]; //Z Line matrix.elements[ 8 ] = values[ 1 ]; matrix.elements[ 9 ] = values[ 7 ]; matrix.elements[ 10 ] = values[ 4 ]; matrix.elements[ 11 ] = values[ 10 ]; //W Line matrix.elements[ 12 ] = 0; matrix.elements[ 13 ] = 0; matrix.elements[ 14 ] = 0; matrix.elements[ 15 ] = 1; matrix.transpose(); const inverse = new THREE.Matrix4(); inverse.copy( matrix ).invert(); geometry.applyMatrix4( inverse ); matrix.decompose( mesh.position, mesh.quaternion, mesh.scale ); } else { this.debugMessage( ' Unknown mesh chunk: ' + next.hexId ); } next = chunk.readChunk(); } geometry.computeVertexNormals(); return mesh; } /** * Read face array data chunk. * * @method readFaceArray * @param {Chunk} chunk Chunk in use. * @param {Mesh} mesh THREE.Mesh to be filled with the data read. */ readFaceArray( chunk, mesh ) { const faces = chunk.readWord(); this.debugMessage( ' Faces: ' + faces ); const index = []; for ( let i = 0; i < faces; ++ i ) { index.push( chunk.readWord(), chunk.readWord(), chunk.readWord() ); chunk.readWord(); // visibility } mesh.geometry.setIndex( index ); //The rest of the FACE_ARRAY chunk is subchunks let materialIndex = 0; let start = 0; while ( ! chunk.endOfChunk ) { const subchunk = chunk.readChunk(); if ( subchunk.id === MSH_MAT_GROUP ) { this.debugMessage( ' Material THREE.Group' ); const group = this.readMaterialGroup( subchunk ); const count = group.index.length * 3; // assuming successive indices mesh.geometry.addGroup( start, count, materialIndex ); start += count; materialIndex ++; const material = this.materials[ group.name ]; if ( Array.isArray( mesh.material ) === false ) mesh.material = []; if ( material !== undefined ) { mesh.material.push( material ); } } else { this.debugMessage( ' Unknown face array chunk: ' + subchunk.hexId ); } } if ( mesh.material.length === 1 ) mesh.material = mesh.material[ 0 ]; // for backwards compatibility } /** * Read texture map data chunk. * * @method readMap * @param {Chunk} chunk Chunk in use. * @param {String} path Path for external resources. * @return {Texture} Texture read from this data chunk. */ readMap( chunk, path ) { let next = chunk.readChunk(); let texture = {}; const loader = new THREE.TextureLoader( this.manager ); loader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin ); while ( next ) { if ( next.id === MAT_MAPNAME ) { const name = next.readString(); texture = loader.load( name ); this.debugMessage( ' File: ' + path + name ); } else if ( next.id === MAT_MAP_UOFFSET ) { texture.offset.x = next.readFloat(); this.debugMessage( ' OffsetX: ' + texture.offset.x ); } else if ( next.id === MAT_MAP_VOFFSET ) { texture.offset.y = next.readFloat(); this.debugMessage( ' OffsetY: ' + texture.offset.y ); } else if ( next.id === MAT_MAP_USCALE ) { texture.repeat.x = next.readFloat(); this.debugMessage( ' RepeatX: ' + texture.repeat.x ); } else if ( next.id === MAT_MAP_VSCALE ) { texture.repeat.y = next.readFloat(); this.debugMessage( ' RepeatY: ' + texture.repeat.y ); } else { this.debugMessage( ' Unknown map chunk: ' + next.hexId ); } next = chunk.readChunk(); } return texture; } /** * Read material group data chunk. * * @method readMaterialGroup * @param {Chunk} chunk Chunk in use. * @return {Object} Object with name and index of the object. */ readMaterialGroup( chunk ) { const name = chunk.readString(); const numFaces = chunk.readWord(); this.debugMessage( ' Name: ' + name ); this.debugMessage( ' Faces: ' + numFaces ); const index = []; for ( let i = 0; i < numFaces; ++ i ) { index.push( chunk.readWord() ); } return { name: name, index: index }; } /** * Read a color value. * * @method readColor * @param {Chunk} chunk Chunk. * @return {Color} THREE.Color value read.. */ readColor( chunk ) { const subChunk = chunk.readChunk(); const color = new THREE.Color(); if ( subChunk.id === COLOR_24 || subChunk.id === LIN_COLOR_24 ) { const r = subChunk.readByte(); const g = subChunk.readByte(); const b = subChunk.readByte(); color.setRGB( r / 255, g / 255, b / 255 ); this.debugMessage( ' THREE.Color: ' + color.r + ', ' + color.g + ', ' + color.b ); } else if ( subChunk.id === COLOR_F || subChunk.id === LIN_COLOR_F ) { const r = subChunk.readFloat(); const g = subChunk.readFloat(); const b = subChunk.readFloat(); color.setRGB( r, g, b ); this.debugMessage( ' THREE.Color: ' + color.r + ', ' + color.g + ', ' + color.b ); } else { this.debugMessage( ' Unknown color chunk: ' + subChunk.hexId ); } return color; } /** * Read percentage value. * * @method readPercentage * @param {Chunk} chunk Chunk to read data from. * @return {Number} Data read from the dataview. */ readPercentage( chunk ) { const subChunk = chunk.readChunk(); switch ( subChunk.id ) { case INT_PERCENTAGE: return subChunk.readShort() / 100; break; case FLOAT_PERCENTAGE: return subChunk.readFloat(); break; default: this.debugMessage( ' Unknown percentage chunk: ' + subChunk.hexId ); return 0; } } /** * Print debug message to the console. * * Is controlled by a flag to show or hide debug messages. * * @method debugMessage * @param {Object} message Debug message to print to the console. */ debugMessage( message ) { if ( this.debug ) { console.log( message ); } } } /** Read data/sub-chunks from chunk */ class Chunk { /** * Create a new chunk * * @class Chunk * @param {DataView} data DataView to read from. * @param {Number} position in data. * @param {Function} debugMessage logging callback. */ constructor( data, position, debugMessage ) { this.data = data; // the offset to the begin of this chunk this.offset = position; // the current reading position this.position = position; this.debugMessage = debugMessage; if ( this.debugMessage instanceof Function ) { this.debugMessage = function () {}; } this.id = this.readWord(); this.size = this.readDWord(); this.end = this.offset + this.size; if ( this.end > data.byteLength ) { this.debugMessage( 'Bad chunk size for chunk at ' + position ); } } /** * read a sub cchunk. * * @method readChunk * @return {Chunk | null} next sub chunk */ readChunk() { if ( this.endOfChunk ) { return null; } try { const next = new Chunk( this.data, this.position, this.debugMessage ); this.position += next.size; return next; } catch ( e ) { this.debugMessage( 'Unable to read chunk at ' + this.position ); return null; } } /** * return the ID of this chunk as Hex * * @method idToString * @return {String} hex-string of id */ get hexId() { return this.id.toString( 16 ); } get endOfChunk() { return this.position >= this.end; } /** * Read byte value. * * @method readByte * @return {Number} Data read from the dataview. */ readByte() { const v = this.data.getUint8( this.position, true ); this.position += 1; return v; } /** * Read 32 bit float value. * * @method readFloat * @return {Number} Data read from the dataview. */ readFloat() { try { const v = this.data.getFloat32( this.position, true ); this.position += 4; return v; } catch ( e ) { this.debugMessage( e + ' ' + this.position + ' ' + this.data.byteLength ); return 0; } } /** * Read 32 bit signed integer value. * * @method readInt * @return {Number} Data read from the dataview. */ readInt() { const v = this.data.getInt32( this.position, true ); this.position += 4; return v; } /** * Read 16 bit signed integer value. * * @method readShort * @return {Number} Data read from the dataview. */ readShort() { const v = this.data.getInt16( this.position, true ); this.position += 2; return v; } /** * Read 64 bit unsigned integer value. * * @method readDWord * @return {Number} Data read from the dataview. */ readDWord() { const v = this.data.getUint32( this.position, true ); this.position += 4; return v; } /** * Read 32 bit unsigned integer value. * * @method readWord * @return {Number} Data read from the dataview. */ readWord() { const v = this.data.getUint16( this.position, true ); this.position += 2; return v; } /** * Read NULL terminated ASCII string value from chunk-pos. * * @method readString * @return {String} Data read from the dataview. */ readString() { let s = ''; let c = this.readByte(); while ( c ) { s += String.fromCharCode( c ); c = this.readByte(); } return s; } } // const NULL_CHUNK = 0x0000; const M3DMAGIC = 0x4D4D; // const SMAGIC = 0x2D2D; // const LMAGIC = 0x2D3D; const MLIBMAGIC = 0x3DAA; // const MATMAGIC = 0x3DFF; const CMAGIC = 0xC23D; const M3D_VERSION = 0x0002; // const M3D_KFVERSION = 0x0005; const COLOR_F = 0x0010; const COLOR_24 = 0x0011; const LIN_COLOR_24 = 0x0012; const LIN_COLOR_F = 0x0013; const INT_PERCENTAGE = 0x0030; const FLOAT_PERCENTAGE = 0x0031; const MDATA = 0x3D3D; const MESH_VERSION = 0x3D3E; const MASTER_SCALE = 0x0100; // const LO_SHADOW_BIAS = 0x1400; // const HI_SHADOW_BIAS = 0x1410; // const SHADOW_MAP_SIZE = 0x1420; // const SHADOW_SAMPLES = 0x1430; // const SHADOW_RANGE = 0x1440; // const SHADOW_FILTER = 0x1450; // const RAY_BIAS = 0x1460; // const O_CONSTS = 0x1500; // const AMBIENT_LIGHT = 0x2100; // const BIT_MAP = 0x1100; // const SOLID_BGND = 0x1200; // const V_GRADIENT = 0x1300; // const USE_BIT_MAP = 0x1101; // const USE_SOLID_BGND = 0x1201; // const USE_V_GRADIENT = 0x1301; // const FOG = 0x2200; // const FOG_BGND = 0x2210; // const LAYER_FOG = 0x2302; // const DISTANCE_CUE = 0x2300; // const DCUE_BGND = 0x2310; // const USE_FOG = 0x2201; // const USE_LAYER_FOG = 0x2303; // const USE_DISTANCE_CUE = 0x2301; const MAT_ENTRY = 0xAFFF; const MAT_NAME = 0xA000; const MAT_AMBIENT = 0xA010; const MAT_DIFFUSE = 0xA020; const MAT_SPECULAR = 0xA030; const MAT_SHININESS = 0xA040; // const MAT_SHIN2PCT = 0xA041; const MAT_TRANSPARENCY = 0xA050; // const MAT_XPFALL = 0xA052; // const MAT_USE_XPFALL = 0xA240; // const MAT_REFBLUR = 0xA053; // const MAT_SHADING = 0xA100; // const MAT_USE_REFBLUR = 0xA250; // const MAT_SELF_ILLUM = 0xA084; const MAT_TWO_SIDE = 0xA081; // const MAT_DECAL = 0xA082; const MAT_ADDITIVE = 0xA083; const MAT_WIRE = 0xA085; // const MAT_FACEMAP = 0xA088; // const MAT_TRANSFALLOFF_IN = 0xA08A; // const MAT_PHONGSOFT = 0xA08C; // const MAT_WIREABS = 0xA08E; const MAT_WIRE_SIZE = 0xA087; const MAT_TEXMAP = 0xA200; // const MAT_SXP_TEXT_DATA = 0xA320; // const MAT_TEXMASK = 0xA33E; // const MAT_SXP_TEXTMASK_DATA = 0xA32A; // const MAT_TEX2MAP = 0xA33A; // const MAT_SXP_TEXT2_DATA = 0xA321; // const MAT_TEX2MASK = 0xA340; // const MAT_SXP_TEXT2MASK_DATA = 0xA32C; const MAT_OPACMAP = 0xA210; // const MAT_SXP_OPAC_DATA = 0xA322; // const MAT_OPACMASK = 0xA342; // const MAT_SXP_OPACMASK_DATA = 0xA32E; const MAT_BUMPMAP = 0xA230; // const MAT_SXP_BUMP_DATA = 0xA324; // const MAT_BUMPMASK = 0xA344; // const MAT_SXP_BUMPMASK_DATA = 0xA330; const MAT_SPECMAP = 0xA204; // const MAT_SXP_SPEC_DATA = 0xA325; // const MAT_SPECMASK = 0xA348; // const MAT_SXP_SPECMASK_DATA = 0xA332; // const MAT_SHINMAP = 0xA33C; // const MAT_SXP_SHIN_DATA = 0xA326; // const MAT_SHINMASK = 0xA346; // const MAT_SXP_SHINMASK_DATA = 0xA334; // const MAT_SELFIMAP = 0xA33D; // const MAT_SXP_SELFI_DATA = 0xA328; // const MAT_SELFIMASK = 0xA34A; // const MAT_SXP_SELFIMASK_DATA = 0xA336; // const MAT_REFLMAP = 0xA220; // const MAT_REFLMASK = 0xA34C; // const MAT_SXP_REFLMASK_DATA = 0xA338; // const MAT_ACUBIC = 0xA310; const MAT_MAPNAME = 0xA300; // const MAT_MAP_TILING = 0xA351; // const MAT_MAP_TEXBLUR = 0xA353; const MAT_MAP_USCALE = 0xA354; const MAT_MAP_VSCALE = 0xA356; const MAT_MAP_UOFFSET = 0xA358; const MAT_MAP_VOFFSET = 0xA35A; // const MAT_MAP_ANG = 0xA35C; // const MAT_MAP_COL1 = 0xA360; // const MAT_MAP_COL2 = 0xA362; // const MAT_MAP_RCOL = 0xA364; // const MAT_MAP_GCOL = 0xA366; // const MAT_MAP_BCOL = 0xA368; const NAMED_OBJECT = 0x4000; // const N_DIRECT_LIGHT = 0x4600; // const DL_OFF = 0x4620; // const DL_OUTER_RANGE = 0x465A; // const DL_INNER_RANGE = 0x4659; // const DL_MULTIPLIER = 0x465B; // const DL_EXCLUDE = 0x4654; // const DL_ATTENUATE = 0x4625; // const DL_SPOTLIGHT = 0x4610; // const DL_SPOT_ROLL = 0x4656; // const DL_SHADOWED = 0x4630; // const DL_LOCAL_SHADOW2 = 0x4641; // const DL_SEE_CONE = 0x4650; // const DL_SPOT_RECTANGULAR = 0x4651; // const DL_SPOT_ASPECT = 0x4657; // const DL_SPOT_PROJECTOR = 0x4653; // const DL_SPOT_OVERSHOOT = 0x4652; // const DL_RAY_BIAS = 0x4658; // const DL_RAYSHAD = 0x4627; // const N_CAMERA = 0x4700; // const CAM_SEE_CONE = 0x4710; // const CAM_RANGES = 0x4720; // const OBJ_HIDDEN = 0x4010; // const OBJ_VIS_LOFTER = 0x4011; // const OBJ_DOESNT_CAST = 0x4012; // const OBJ_DONT_RECVSHADOW = 0x4017; // const OBJ_MATTE = 0x4013; // const OBJ_FAST = 0x4014; // const OBJ_PROCEDURAL = 0x4015; // const OBJ_FROZEN = 0x4016; const N_TRI_OBJECT = 0x4100; const POINT_ARRAY = 0x4110; // const POINT_FLAG_ARRAY = 0x4111; const FACE_ARRAY = 0x4120; const MSH_MAT_GROUP = 0x4130; // const SMOOTH_GROUP = 0x4150; // const MSH_BOXMAP = 0x4190; const TEX_VERTS = 0x4140; const MESH_MATRIX = 0x4160; // const MESH_COLOR = 0x4165; THREE.TDSLoader = TDSLoader; } )();