823 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			823 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import {
 | 
						|
	BufferAttribute,
 | 
						|
	BufferGeometry,
 | 
						|
	ClampToEdgeWrapping,
 | 
						|
	FileLoader,
 | 
						|
	Group,
 | 
						|
	NoColorSpace,
 | 
						|
	Loader,
 | 
						|
	Mesh,
 | 
						|
	MeshPhysicalMaterial,
 | 
						|
	MirroredRepeatWrapping,
 | 
						|
	RepeatWrapping,
 | 
						|
	SRGBColorSpace,
 | 
						|
	TextureLoader,
 | 
						|
	Object3D,
 | 
						|
	Vector2
 | 
						|
} from 'three';
 | 
						|
 | 
						|
import * as fflate from '../libs/fflate.module.js';
 | 
						|
 | 
						|
class USDAParser {
 | 
						|
 | 
						|
	parse( text ) {
 | 
						|
 | 
						|
		const data = {};
 | 
						|
 | 
						|
		const lines = text.split( '\n' );
 | 
						|
 | 
						|
		let string = null;
 | 
						|
		let target = data;
 | 
						|
 | 
						|
		const stack = [ data ];
 | 
						|
 | 
						|
		// debugger;
 | 
						|
 | 
						|
		for ( const line of lines ) {
 | 
						|
 | 
						|
			// console.log( line );
 | 
						|
 | 
						|
			if ( line.includes( '=' ) ) {
 | 
						|
 | 
						|
				const assignment = line.split( '=' );
 | 
						|
 | 
						|
				const lhs = assignment[ 0 ].trim();
 | 
						|
				const rhs = assignment[ 1 ].trim();
 | 
						|
 | 
						|
				if ( rhs.endsWith( '{' ) ) {
 | 
						|
 | 
						|
					const group = {};
 | 
						|
					stack.push( group );
 | 
						|
 | 
						|
					target[ lhs ] = group;
 | 
						|
					target = group;
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					target[ lhs ] = rhs;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else if ( line.endsWith( '{' ) ) {
 | 
						|
 | 
						|
				const group = target[ string ] || {};
 | 
						|
				stack.push( group );
 | 
						|
 | 
						|
				target[ string ] = group;
 | 
						|
				target = group;
 | 
						|
 | 
						|
			} else if ( line.endsWith( '}' ) ) {
 | 
						|
 | 
						|
				stack.pop();
 | 
						|
 | 
						|
				if ( stack.length === 0 ) continue;
 | 
						|
 | 
						|
				target = stack[ stack.length - 1 ];
 | 
						|
 | 
						|
			} else if ( line.endsWith( '(' ) ) {
 | 
						|
 | 
						|
				const meta = {};
 | 
						|
				stack.push( meta );
 | 
						|
 | 
						|
				string = line.split( '(' )[ 0 ].trim() || string;
 | 
						|
 | 
						|
				target[ string ] = meta;
 | 
						|
				target = meta;
 | 
						|
 | 
						|
			} else if ( line.endsWith( ')' ) ) {
 | 
						|
 | 
						|
				stack.pop();
 | 
						|
 | 
						|
				target = stack[ stack.length - 1 ];
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				string = line.trim();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return data;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
class USDZLoader extends Loader {
 | 
						|
 | 
						|
	constructor( manager ) {
 | 
						|
 | 
						|
		super( manager );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	load( url, onLoad, onProgress, onError ) {
 | 
						|
 | 
						|
		const scope = this;
 | 
						|
 | 
						|
		const loader = new FileLoader( scope.manager );
 | 
						|
		loader.setPath( scope.path );
 | 
						|
		loader.setResponseType( 'arraybuffer' );
 | 
						|
		loader.setRequestHeader( scope.requestHeader );
 | 
						|
		loader.setWithCredentials( scope.withCredentials );
 | 
						|
		loader.load( url, function ( text ) {
 | 
						|
 | 
						|
			try {
 | 
						|
 | 
						|
				onLoad( scope.parse( text ) );
 | 
						|
 | 
						|
			} catch ( e ) {
 | 
						|
 | 
						|
				if ( onError ) {
 | 
						|
 | 
						|
					onError( e );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					console.error( e );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				scope.manager.itemError( url );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}, onProgress, onError );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	parse( buffer ) {
 | 
						|
 | 
						|
		const parser = new USDAParser();
 | 
						|
 | 
						|
		function parseAssets( zip ) {
 | 
						|
 | 
						|
			const data = {};
 | 
						|
			const loader = new FileLoader();
 | 
						|
			loader.setResponseType( 'arraybuffer' );
 | 
						|
 | 
						|
			for ( const filename in zip ) {
 | 
						|
 | 
						|
				if ( filename.endsWith( 'png' ) ) {
 | 
						|
 | 
						|
					const blob = new Blob( [ zip[ filename ] ], { type: { type: 'image/png' } } );
 | 
						|
					data[ filename ] = URL.createObjectURL( blob );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( filename.endsWith( 'usd' ) || filename.endsWith( 'usda' ) ) {
 | 
						|
 | 
						|
					if ( isCrateFile( zip[ filename ] ) ) {
 | 
						|
 | 
						|
						console.warn( 'THREE.USDZLoader: Crate files (.usdc or binary .usd) are not supported.' );
 | 
						|
						continue;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					const text = fflate.strFromU8( zip[ filename ] );
 | 
						|
					data[ filename ] = parser.parse( text );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return data;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function isCrateFile( buffer ) {
 | 
						|
 | 
						|
			// Check if this a crate file. First 7 bytes of a crate file are "PXR-USDC".
 | 
						|
			const fileHeader = buffer.slice( 0, 7 );
 | 
						|
			const crateHeader = new Uint8Array( [ 0x50, 0x58, 0x52, 0x2D, 0x55, 0x53, 0x44, 0x43 ] );
 | 
						|
 | 
						|
			// If this is not a crate file, we assume it is a plain USDA file.
 | 
						|
			return fileHeader.every( ( value, index ) => value === crateHeader[ index ] );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function findUSD( zip ) {
 | 
						|
 | 
						|
			if ( zip.length < 1 ) return undefined;
 | 
						|
 | 
						|
			const firstFileName = Object.keys( zip )[ 0 ];
 | 
						|
			let isCrate = false;
 | 
						|
 | 
						|
			// As per the USD specification, the first entry in the zip archive is used as the main file ("UsdStage").
 | 
						|
			// ASCII files can end in either .usda or .usd.
 | 
						|
			// See https://openusd.org/release/spec_usdz.html#layout
 | 
						|
			if ( firstFileName.endsWith( 'usda' ) ) return zip[ firstFileName ];
 | 
						|
 | 
						|
			if ( firstFileName.endsWith( 'usdc' ) ) {
 | 
						|
 | 
						|
				isCrate = true;
 | 
						|
 | 
						|
			} else if ( firstFileName.endsWith( 'usd' ) ) {
 | 
						|
 | 
						|
				// If this is not a crate file, we assume it is a plain USDA file.
 | 
						|
				if ( ! isCrateFile( zip[ firstFileName ] ) ) {
 | 
						|
 | 
						|
					return zip[ firstFileName ];
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					isCrate = true;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( isCrate ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.USDZLoader: Crate files (.usdc or binary .usd) are not supported.' );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return undefined;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		const zip = fflate.unzipSync( new Uint8Array( buffer ) );
 | 
						|
 | 
						|
		// console.log( zip );
 | 
						|
 | 
						|
		const assets = parseAssets( zip );
 | 
						|
 | 
						|
		// console.log( assets )
 | 
						|
 | 
						|
		const file = findUSD( zip );
 | 
						|
 | 
						|
		if ( file === undefined ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.USDZLoader: No usda file found.' );
 | 
						|
 | 
						|
			return new Group();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
 | 
						|
		// Parse file
 | 
						|
 | 
						|
		const text = fflate.strFromU8( file );
 | 
						|
		const root = parser.parse( text );
 | 
						|
 | 
						|
		// Build scene
 | 
						|
 | 
						|
		function findMeshGeometry( data ) {
 | 
						|
 | 
						|
			if ( ! data ) return undefined;
 | 
						|
 | 
						|
			if ( 'prepend references' in data ) {
 | 
						|
 | 
						|
				const reference = data[ 'prepend references' ];
 | 
						|
				const parts = reference.split( '@' );
 | 
						|
				const path = parts[ 1 ].replace( /^.\//, '' );
 | 
						|
				const id = parts[ 2 ].replace( /^<\//, '' ).replace( />$/, '' );
 | 
						|
 | 
						|
				return findGeometry( assets[ path ], id );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return findGeometry( data );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function findGeometry( data, id ) {
 | 
						|
 | 
						|
			if ( ! data ) return undefined;
 | 
						|
 | 
						|
			if ( id !== undefined ) {
 | 
						|
 | 
						|
				const def = `def Mesh "${id}"`;
 | 
						|
 | 
						|
				if ( def in data ) {
 | 
						|
 | 
						|
					return data[ def ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			for ( const name in data ) {
 | 
						|
 | 
						|
				const object = data[ name ];
 | 
						|
 | 
						|
				if ( name.startsWith( 'def Mesh' ) ) {
 | 
						|
 | 
						|
					// Move points to Mesh
 | 
						|
 | 
						|
					if ( 'point3f[] points' in data ) {
 | 
						|
 | 
						|
						object[ 'point3f[] points' ] = data[ 'point3f[] points' ];
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					// Move st to Mesh
 | 
						|
 | 
						|
					if ( 'texCoord2f[] primvars:st' in data ) {
 | 
						|
 | 
						|
						object[ 'texCoord2f[] primvars:st' ] = data[ 'texCoord2f[] primvars:st' ];
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					// Move st indices to Mesh
 | 
						|
 | 
						|
					if ( 'int[] primvars:st:indices' in data ) {
 | 
						|
 | 
						|
						object[ 'int[] primvars:st:indices' ] = data[ 'int[] primvars:st:indices' ];
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					return object;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
 | 
						|
				if ( typeof object === 'object' ) {
 | 
						|
 | 
						|
					const geometry = findGeometry( object );
 | 
						|
 | 
						|
					if ( geometry ) return geometry;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function buildGeometry( data ) {
 | 
						|
 | 
						|
			if ( ! data ) return undefined;
 | 
						|
 | 
						|
			let geometry = new BufferGeometry();
 | 
						|
 | 
						|
			if ( 'int[] faceVertexIndices' in data ) {
 | 
						|
 | 
						|
				const indices = JSON.parse( data[ 'int[] faceVertexIndices' ] );
 | 
						|
				geometry.setIndex( indices );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( 'point3f[] points' in data ) {
 | 
						|
 | 
						|
				const positions = JSON.parse( data[ 'point3f[] points' ].replace( /[()]*/g, '' ) );
 | 
						|
				const attribute = new BufferAttribute( new Float32Array( positions ), 3 );
 | 
						|
				geometry.setAttribute( 'position', attribute );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( 'normal3f[] normals' in data ) {
 | 
						|
 | 
						|
				const normals = JSON.parse( data[ 'normal3f[] normals' ].replace( /[()]*/g, '' ) );
 | 
						|
				const attribute = new BufferAttribute( new Float32Array( normals ), 3 );
 | 
						|
				geometry.setAttribute( 'normal', attribute );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				geometry.computeVertexNormals();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( 'float2[] primvars:st' in data ) {
 | 
						|
 | 
						|
				data[ 'texCoord2f[] primvars:st' ] = data[ 'float2[] primvars:st' ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( 'texCoord2f[] primvars:st' in data ) {
 | 
						|
 | 
						|
				const uvs = JSON.parse( data[ 'texCoord2f[] primvars:st' ].replace( /[()]*/g, '' ) );
 | 
						|
				const attribute = new BufferAttribute( new Float32Array( uvs ), 2 );
 | 
						|
 | 
						|
				if ( 'int[] primvars:st:indices' in data ) {
 | 
						|
 | 
						|
					geometry = geometry.toNonIndexed();
 | 
						|
 | 
						|
					const indices = JSON.parse( data[ 'int[] primvars:st:indices' ] );
 | 
						|
					geometry.setAttribute( 'uv', toFlatBufferAttribute( attribute, indices ) );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					geometry.setAttribute( 'uv', attribute );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return geometry;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function toFlatBufferAttribute( attribute, indices ) {
 | 
						|
 | 
						|
			const array = attribute.array;
 | 
						|
			const itemSize = attribute.itemSize;
 | 
						|
 | 
						|
			const array2 = new array.constructor( indices.length * itemSize );
 | 
						|
 | 
						|
			let index = 0, index2 = 0;
 | 
						|
 | 
						|
			for ( let i = 0, l = indices.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				index = indices[ i ] * itemSize;
 | 
						|
 | 
						|
				for ( let j = 0; j < itemSize; j ++ ) {
 | 
						|
 | 
						|
					array2[ index2 ++ ] = array[ index ++ ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return new BufferAttribute( array2, itemSize );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function findMeshMaterial( data ) {
 | 
						|
 | 
						|
			if ( ! data ) return undefined;
 | 
						|
 | 
						|
			if ( 'rel material:binding' in data ) {
 | 
						|
 | 
						|
				const reference = data[ 'rel material:binding' ];
 | 
						|
				const id = reference.replace( /^<\//, '' ).replace( />$/, '' );
 | 
						|
				const parts = id.split( '/' );
 | 
						|
 | 
						|
				return findMaterial( root, ` "${ parts[ 1 ] }"` );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return findMaterial( data );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function findMaterial( data, id = '' ) {
 | 
						|
 | 
						|
			for ( const name in data ) {
 | 
						|
 | 
						|
				const object = data[ name ];
 | 
						|
 | 
						|
				if ( name.startsWith( 'def Material' + id ) ) {
 | 
						|
 | 
						|
					return object;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( typeof object === 'object' ) {
 | 
						|
 | 
						|
					const material = findMaterial( object, id );
 | 
						|
 | 
						|
					if ( material ) return material;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function setTextureParams( map, data_value ) {
 | 
						|
 | 
						|
			// rotation, scale and translation
 | 
						|
 | 
						|
			if ( data_value[ 'float inputs:rotation' ] ) {
 | 
						|
 | 
						|
				map.rotation = parseFloat( data_value[ 'float inputs:rotation' ] );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( data_value[ 'float2 inputs:scale' ] ) {
 | 
						|
 | 
						|
				map.repeat = new Vector2().fromArray( JSON.parse( '[' + data_value[ 'float2 inputs:scale' ].replace( /[()]*/g, '' ) + ']' ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( data_value[ 'float2 inputs:translation' ] ) {
 | 
						|
 | 
						|
				map.offset = new Vector2().fromArray( JSON.parse( '[' + data_value[ 'float2 inputs:translation' ].replace( /[()]*/g, '' ) + ']' ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function buildMaterial( data ) {
 | 
						|
 | 
						|
			const material = new MeshPhysicalMaterial();
 | 
						|
 | 
						|
			if ( data !== undefined ) {
 | 
						|
 | 
						|
				if ( 'def Shader "PreviewSurface"' in data ) {
 | 
						|
 | 
						|
					const surface = data[ 'def Shader "PreviewSurface"' ];
 | 
						|
 | 
						|
					if ( 'color3f inputs:diffuseColor.connect' in surface ) {
 | 
						|
 | 
						|
						const path = surface[ 'color3f inputs:diffuseColor.connect' ];
 | 
						|
						const sampler = findTexture( root, /(\w+).output/.exec( path )[ 1 ] );
 | 
						|
 | 
						|
						material.map = buildTexture( sampler );
 | 
						|
						material.map.colorSpace = SRGBColorSpace;
 | 
						|
 | 
						|
						if ( 'def Shader "Transform2d_diffuse"' in data ) {
 | 
						|
 | 
						|
							setTextureParams( material.map, data[ 'def Shader "Transform2d_diffuse"' ] );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else if ( 'color3f inputs:diffuseColor' in surface ) {
 | 
						|
 | 
						|
						const color = surface[ 'color3f inputs:diffuseColor' ].replace( /[()]*/g, '' );
 | 
						|
						material.color.fromArray( JSON.parse( '[' + color + ']' ) );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( 'color3f inputs:emissiveColor.connect' in surface ) {
 | 
						|
 | 
						|
						const path = surface[ 'color3f inputs:emissiveColor.connect' ];
 | 
						|
						const sampler = findTexture( root, /(\w+).output/.exec( path )[ 1 ] );
 | 
						|
 | 
						|
						material.emissiveMap = buildTexture( sampler );
 | 
						|
						material.emissiveMap.colorSpace = SRGBColorSpace;
 | 
						|
						material.emissive.set( 0xffffff );
 | 
						|
 | 
						|
						if ( 'def Shader "Transform2d_emissive"' in data ) {
 | 
						|
 | 
						|
							setTextureParams( material.emissiveMap, data[ 'def Shader "Transform2d_emissive"' ] );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else if ( 'color3f inputs:emissiveColor' in surface ) {
 | 
						|
 | 
						|
						const color = surface[ 'color3f inputs:emissiveColor' ].replace( /[()]*/g, '' );
 | 
						|
						material.emissive.fromArray( JSON.parse( '[' + color + ']' ) );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( 'normal3f inputs:normal.connect' in surface ) {
 | 
						|
 | 
						|
						const path = surface[ 'normal3f inputs:normal.connect' ];
 | 
						|
						const sampler = findTexture( root, /(\w+).output/.exec( path )[ 1 ] );
 | 
						|
 | 
						|
						material.normalMap = buildTexture( sampler );
 | 
						|
						material.normalMap.colorSpace = NoColorSpace;
 | 
						|
 | 
						|
						if ( 'def Shader "Transform2d_normal"' in data ) {
 | 
						|
 | 
						|
							setTextureParams( material.normalMap, data[ 'def Shader "Transform2d_normal"' ] );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( 'float inputs:roughness.connect' in surface ) {
 | 
						|
 | 
						|
						const path = surface[ 'float inputs:roughness.connect' ];
 | 
						|
						const sampler = findTexture( root, /(\w+).output/.exec( path )[ 1 ] );
 | 
						|
 | 
						|
						material.roughness = 1.0;
 | 
						|
						material.roughnessMap = buildTexture( sampler );
 | 
						|
						material.roughnessMap.colorSpace = NoColorSpace;
 | 
						|
 | 
						|
						if ( 'def Shader "Transform2d_roughness"' in data ) {
 | 
						|
 | 
						|
							setTextureParams( material.roughnessMap, data[ 'def Shader "Transform2d_roughness"' ] );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else if ( 'float inputs:roughness' in surface ) {
 | 
						|
 | 
						|
						material.roughness = parseFloat( surface[ 'float inputs:roughness' ] );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( 'float inputs:metallic.connect' in surface ) {
 | 
						|
 | 
						|
						const path = surface[ 'float inputs:metallic.connect' ];
 | 
						|
						const sampler = findTexture( root, /(\w+).output/.exec( path )[ 1 ] );
 | 
						|
 | 
						|
						material.metalness = 1.0;
 | 
						|
						material.metalnessMap = buildTexture( sampler );
 | 
						|
						material.metalnessMap.colorSpace = NoColorSpace;
 | 
						|
 | 
						|
						if ( 'def Shader "Transform2d_metallic"' in data ) {
 | 
						|
 | 
						|
							setTextureParams( material.metalnessMap, data[ 'def Shader "Transform2d_metallic"' ] );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else if ( 'float inputs:metallic' in surface ) {
 | 
						|
 | 
						|
						material.metalness = parseFloat( surface[ 'float inputs:metallic' ] );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( 'float inputs:clearcoat.connect' in surface ) {
 | 
						|
 | 
						|
						const path = surface[ 'float inputs:clearcoat.connect' ];
 | 
						|
						const sampler = findTexture( root, /(\w+).output/.exec( path )[ 1 ] );
 | 
						|
 | 
						|
						material.clearcoat = 1.0;
 | 
						|
						material.clearcoatMap = buildTexture( sampler );
 | 
						|
						material.clearcoatMap.colorSpace = NoColorSpace;
 | 
						|
 | 
						|
						if ( 'def Shader "Transform2d_clearcoat"' in data ) {
 | 
						|
 | 
						|
							setTextureParams( material.clearcoatMap, data[ 'def Shader "Transform2d_clearcoat"' ] );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else if ( 'float inputs:clearcoat' in surface ) {
 | 
						|
 | 
						|
						material.clearcoat = parseFloat( surface[ 'float inputs:clearcoat' ] );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( 'float inputs:clearcoatRoughness.connect' in surface ) {
 | 
						|
 | 
						|
						const path = surface[ 'float inputs:clearcoatRoughness.connect' ];
 | 
						|
						const sampler = findTexture( root, /(\w+).output/.exec( path )[ 1 ] );
 | 
						|
 | 
						|
						material.clearcoatRoughness = 1.0;
 | 
						|
						material.clearcoatRoughnessMap = buildTexture( sampler );
 | 
						|
						material.clearcoatRoughnessMap.colorSpace = NoColorSpace;
 | 
						|
 | 
						|
						if ( 'def Shader "Transform2d_clearcoatRoughness"' in data ) {
 | 
						|
 | 
						|
							setTextureParams( material.clearcoatRoughnessMap, data[ 'def Shader "Transform2d_clearcoatRoughness"' ] );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else if ( 'float inputs:clearcoatRoughness' in surface ) {
 | 
						|
 | 
						|
						material.clearcoatRoughness = parseFloat( surface[ 'float inputs:clearcoatRoughness' ] );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( 'float inputs:ior' in surface ) {
 | 
						|
 | 
						|
						material.ior = parseFloat( surface[ 'float inputs:ior' ] );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( 'float inputs:occlusion.connect' in surface ) {
 | 
						|
 | 
						|
						const path = surface[ 'float inputs:occlusion.connect' ];
 | 
						|
						const sampler = findTexture( root, /(\w+).output/.exec( path )[ 1 ] );
 | 
						|
 | 
						|
						material.aoMap = buildTexture( sampler );
 | 
						|
						material.aoMap.colorSpace = NoColorSpace;
 | 
						|
 | 
						|
						if ( 'def Shader "Transform2d_occlusion"' in data ) {
 | 
						|
 | 
						|
							setTextureParams( material.aoMap, data[ 'def Shader "Transform2d_occlusion"' ] );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( 'def Shader "diffuseColor_texture"' in data ) {
 | 
						|
 | 
						|
					const sampler = data[ 'def Shader "diffuseColor_texture"' ];
 | 
						|
 | 
						|
					material.map = buildTexture( sampler );
 | 
						|
					material.map.colorSpace = SRGBColorSpace;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( 'def Shader "normal_texture"' in data ) {
 | 
						|
 | 
						|
					const sampler = data[ 'def Shader "normal_texture"' ];
 | 
						|
 | 
						|
					material.normalMap = buildTexture( sampler );
 | 
						|
					material.normalMap.colorSpace = NoColorSpace;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return material;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function findTexture( data, id ) {
 | 
						|
 | 
						|
			for ( const name in data ) {
 | 
						|
 | 
						|
				const object = data[ name ];
 | 
						|
 | 
						|
				if ( name.startsWith( `def Shader "${ id }"` ) ) {
 | 
						|
 | 
						|
					return object;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( typeof object === 'object' ) {
 | 
						|
 | 
						|
					const texture = findTexture( object, id );
 | 
						|
 | 
						|
					if ( texture ) return texture;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function buildTexture( data ) {
 | 
						|
 | 
						|
			if ( 'asset inputs:file' in data ) {
 | 
						|
 | 
						|
				const path = data[ 'asset inputs:file' ].replace( /@*/g, '' );
 | 
						|
 | 
						|
				const loader = new TextureLoader();
 | 
						|
 | 
						|
				const texture = loader.load( assets[ path ] );
 | 
						|
 | 
						|
				const map = {
 | 
						|
					'"clamp"': ClampToEdgeWrapping,
 | 
						|
					'"mirror"': MirroredRepeatWrapping,
 | 
						|
					'"repeat"': RepeatWrapping
 | 
						|
				};
 | 
						|
 | 
						|
				if ( 'token inputs:wrapS' in data ) {
 | 
						|
 | 
						|
					texture.wrapS = map[ data[ 'token inputs:wrapS' ] ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( 'token inputs:wrapT' in data ) {
 | 
						|
 | 
						|
					texture.wrapT = map[ data[ 'token inputs:wrapT' ] ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return texture;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return null;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function buildObject( data ) {
 | 
						|
 | 
						|
			const geometry = buildGeometry( findMeshGeometry( data ) );
 | 
						|
			const material = buildMaterial( findMeshMaterial( data ) );
 | 
						|
 | 
						|
			const mesh = geometry ? new Mesh( geometry, material ) : new Object3D();
 | 
						|
 | 
						|
			if ( 'matrix4d xformOp:transform' in data ) {
 | 
						|
 | 
						|
				const array = JSON.parse( '[' + data[ 'matrix4d xformOp:transform' ].replace( /[()]*/g, '' ) + ']' );
 | 
						|
 | 
						|
				mesh.matrix.fromArray( array );
 | 
						|
				mesh.matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return mesh;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function buildHierarchy( data, group ) {
 | 
						|
 | 
						|
			for ( const name in data ) {
 | 
						|
 | 
						|
				if ( name.startsWith( 'def Scope' ) ) {
 | 
						|
 | 
						|
					buildHierarchy( data[ name ], group );
 | 
						|
 | 
						|
				} else if ( name.startsWith( 'def Xform' ) ) {
 | 
						|
 | 
						|
					const mesh = buildObject( data[ name ] );
 | 
						|
 | 
						|
					if ( /def Xform "(\w+)"/.test( name ) ) {
 | 
						|
 | 
						|
						mesh.name = /def Xform "(\w+)"/.exec( name )[ 1 ];
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					group.add( mesh );
 | 
						|
 | 
						|
					buildHierarchy( data[ name ], mesh );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		const group = new Group();
 | 
						|
 | 
						|
		buildHierarchy( root, group );
 | 
						|
 | 
						|
		return group;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
export { USDZLoader };
 |