webvr js meetup initial commit
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248
node_modules/three/examples/js/loaders/BabylonLoader.js
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248
node_modules/three/examples/js/loaders/BabylonLoader.js
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/**
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* @author mrdoob / http://mrdoob.com/
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*/
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THREE.BabylonLoader = function ( manager ) {
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this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
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};
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THREE.BabylonLoader.prototype = {
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constructor: THREE.BabylonLoader,
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load: function ( url, onLoad, onProgress, onError ) {
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var scope = this;
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var loader = new THREE.FileLoader( scope.manager );
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loader.load( url, function ( text ) {
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onLoad( scope.parse( JSON.parse( text ) ) );
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}, onProgress, onError );
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},
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parse: function ( json ) {
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var materials = this.parseMaterials( json );
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var scene = this.parseObjects( json, materials );
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return scene;
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},
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parseMaterials: function ( json ) {
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var materials = {};
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for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
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var data = json.materials[ i ];
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var material = new THREE.MeshPhongMaterial();
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material.name = data.name;
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material.color.fromArray( data.diffuse );
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material.emissive.fromArray( data.emissive );
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material.specular.fromArray( data.specular );
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material.shininess = data.specularPower;
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material.opacity = data.alpha;
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materials[ data.id ] = material;
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}
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if ( json.multiMaterials ) {
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for ( var i = 0, l = json.multiMaterials.length; i < l; i ++ ) {
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var data = json.multiMaterials[ i ];
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console.warn( 'THREE.BabylonLoader: Multi materials not yet supported.' );
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materials[ data.id ] = new THREE.MeshPhongMaterial();
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}
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}
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return materials;
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},
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parseGeometry: function ( json ) {
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var geometry = new THREE.BufferGeometry();
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// indices
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var indices = new Uint16Array( json.indices );
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geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
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// positions
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var positions = new Float32Array( json.positions );
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for ( var j = 2, jl = positions.length; j < jl; j += 3 ) {
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positions[ j ] = - positions[ j ];
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}
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geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
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// normals
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if ( json.normals ) {
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var normals = new Float32Array( json.normals );
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for ( var j = 2, jl = normals.length; j < jl; j += 3 ) {
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normals[ j ] = - normals[ j ];
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}
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geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
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}
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// uvs
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if ( json.uvs ) {
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var uvs = new Float32Array( json.uvs );
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geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
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}
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// offsets
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var subMeshes = json.subMeshes;
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if ( subMeshes ) {
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for ( var j = 0, jl = subMeshes.length; j < jl; j ++ ) {
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var subMesh = subMeshes[ j ];
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geometry.addGroup( subMesh.indexStart, subMesh.indexCount );
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}
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}
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return geometry;
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},
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parseObjects: function ( json, materials ) {
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var objects = {};
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var scene = new THREE.Scene();
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var cameras = json.cameras;
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for ( var i = 0, l = cameras.length; i < l; i ++ ) {
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var data = cameras[ i ];
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var camera = new THREE.PerspectiveCamera( ( data.fov / Math.PI ) * 180, 1.33, data.minZ, data.maxZ );
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camera.name = data.name;
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camera.position.fromArray( data.position );
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if ( data.rotation ) camera.rotation.fromArray( data.rotation );
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objects[ data.id ] = camera;
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}
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var lights = json.lights;
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for ( var i = 0, l = lights.length; i < l; i ++ ) {
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var data = lights[ i ];
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var light;
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switch ( data.type ) {
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case 0:
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light = new THREE.PointLight();
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break;
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case 1:
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light = new THREE.DirectionalLight();
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break;
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case 2:
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light = new THREE.SpotLight();
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break;
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case 3:
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light = new THREE.HemisphereLight();
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break;
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}
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light.name = data.name;
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if ( data.position ) light.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
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light.color.fromArray( data.diffuse );
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if ( data.groundColor ) light.groundColor.fromArray( data.groundColor );
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if ( data.intensity ) light.intensity = data.intensity;
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objects[ data.id ] = light;
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scene.add( light );
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}
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var meshes = json.meshes;
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for ( var i = 0, l = meshes.length; i < l; i ++ ) {
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var data = meshes[ i ];
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var object;
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if ( data.indices ) {
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var geometry = this.parseGeometry( data );
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object = new THREE.Mesh( geometry, materials[ data.materialId ] );
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} else {
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object = new THREE.Group();
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}
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object.name = data.name;
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object.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
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object.rotation.fromArray( data.rotation );
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if ( data.rotationQuaternion ) object.quaternion.fromArray( data.rotationQuaternion );
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object.scale.fromArray( data.scaling );
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// object.visible = data.isVisible;
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if ( data.parentId ) {
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objects[ data.parentId ].add( object );
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} else {
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scene.add( object );
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}
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objects[ data.id ] = object;
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}
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return scene;
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}
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};
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