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@@ -0,0 +1,1360 @@
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+/**
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+ * @author mrdoob / http://mrdoob.com/
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+ */
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+
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+import {
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+ AmbientLight,
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+ BackSide,
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+ BoxBufferGeometry,
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+ BufferAttribute,
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+ BufferGeometry,
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+ Color,
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+ CylinderBufferGeometry,
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+ DefaultLoadingManager,
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+ DoubleSide,
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+ FileLoader,
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+ Float32BufferAttribute,
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+ LoaderUtils,
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+ Mesh,
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+ MeshBasicMaterial,
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+ MeshPhongMaterial,
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+ Object3D,
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+ PointLight,
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+ Scene,
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+ SphereBufferGeometry,
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+ SpotLight,
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+ TextureLoader,
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+ Vector3,
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+ VertexColors
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+} from "../../../build/three.module.js";
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+
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+var VRMLLoader = function ( manager ) {
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+
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+ this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
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+
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+};
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+
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+VRMLLoader.prototype = {
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+
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+ constructor: VRMLLoader,
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+
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+ // for IndexedFaceSet support
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+ isRecordingPoints: false,
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+ isRecordingFaces: false,
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+ points: [],
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+ indexes: [],
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+
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+ // for Background support
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+ isRecordingAngles: false,
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+ isRecordingColors: false,
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+ angles: [],
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+ colors: [],
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+
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+ recordingFieldname: null,
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+
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+ crossOrigin: 'anonymous',
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+
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+ load: function ( url, onLoad, onProgress, onError ) {
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+
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+ var scope = this;
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+
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+ var path = ( scope.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : scope.path;
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+
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+ var loader = new FileLoader( this.manager );
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+ loader.setPath( scope.path );
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+ loader.load( url, function ( text ) {
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+
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+ onLoad( scope.parse( text, path ) );
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+
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+ }, onProgress, onError );
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+
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+ },
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+
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+ setPath: function ( value ) {
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+
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+ this.path = value;
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+ return this;
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+
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+ },
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+
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+ setResourcePath: function ( value ) {
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+
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+ this.resourcePath = value;
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+ return this;
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+
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+ },
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+
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+ setCrossOrigin: function ( value ) {
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+
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+ this.crossOrigin = value;
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+ return this;
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+
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+ },
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+
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+ parse: function ( data, path ) {
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+
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+ var scope = this;
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+
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+ var textureLoader = new TextureLoader( this.manager );
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+ textureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
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+
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+ function parseV2( lines, scene ) {
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+
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+ var defines = {};
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+ var float_pattern = /(\b|\-|\+)([\d\.e]+)/;
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+ var float2_pattern = /([\d\.\+\-e]+)\s+([\d\.\+\-e]+)/g;
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+ var float3_pattern = /([\d\.\+\-e]+)\s+([\d\.\+\-e]+)\s+([\d\.\+\-e]+)/g;
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+
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+ /**
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+ * Vertically paints the faces interpolating between the
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+ * specified colors at the specified angels. This is used for the Background
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+ * node, but could be applied to other nodes with multiple faces as well.
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+ *
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+ * When used with the Background node, default is directionIsDown is true if
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+ * interpolating the skyColor down from the Zenith. When interpolationg up from
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+ * the Nadir i.e. interpolating the groundColor, the directionIsDown is false.
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+ *
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+ * The first angle is never specified, it is the Zenith (0 rad). Angles are specified
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+ * in radians. The geometry is thought a sphere, but could be anything. The color interpolation
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+ * is linear along the Y axis in any case.
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+ *
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+ * You must specify one more color than you have angles at the beginning of the colors array.
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+ * This is the color of the Zenith (the top of the shape).
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+ *
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+ * @param geometry
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+ * @param radius
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+ * @param angles
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+ * @param colors
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+ * @param boolean topDown Whether to work top down or bottom up.
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+ */
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+ function paintFaces( geometry, radius, angles, colors, topDown ) {
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+
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+ var direction = ( topDown === true ) ? 1 : - 1;
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+
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+ var coord = [], A = {}, B = {}, applyColor = false;
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+
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+ for ( var k = 0; k < angles.length; k ++ ) {
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+
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+ // push the vector at which the color changes
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+
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+ var vec = {
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+ x: direction * ( Math.cos( angles[ k ] ) * radius ),
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+ y: direction * ( Math.sin( angles[ k ] ) * radius )
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+ };
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+
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+ coord.push( vec );
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+
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+ }
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+
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+ var index = geometry.index;
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+ var positionAttribute = geometry.attributes.position;
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+ var colorAttribute = new BufferAttribute( new Float32Array( geometry.attributes.position.count * 3 ), 3 );
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+
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+ var position = new Vector3();
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+ var color = new Color();
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+
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+ for ( var i = 0; i < index.count; i ++ ) {
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+
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+ var vertexIndex = index.getX( i );
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+
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+ position.fromBufferAttribute( positionAttribute, vertexIndex );
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+
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+ for ( var j = 0; j < colors.length; j ++ ) {
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+
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+ // linear interpolation between aColor and bColor, calculate proportion
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+ // A is previous point (angle)
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+
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+ if ( j === 0 ) {
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+
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+ A.x = 0;
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+ A.y = ( topDown === true ) ? radius : - 1 * radius;
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+
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+ } else {
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+
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+ A.x = coord[ j - 1 ].x;
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+ A.y = coord[ j - 1 ].y;
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+
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+ }
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+
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+ // B is current point (angle)
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+
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+ B = coord[ j ];
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+
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+ if ( B !== undefined ) {
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+
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+ // p has to be between the points A and B which we interpolate
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+
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+ applyColor = ( topDown === true ) ? ( position.y <= A.y && position.y > B.y ) : ( position.y >= A.y && position.y < B.y );
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+
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+ if ( applyColor === true ) {
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+
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+ var aColor = colors[ j ];
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+ var bColor = colors[ j + 1 ];
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+
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+ // below is simple linear interpolation
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+
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+ var t = Math.abs( position.y - A.y ) / ( A.y - B.y );
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+
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+ // to make it faster, you can only calculate this if the y coord changes, the color is the same for points with the same y
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+
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+ color.copy( aColor ).lerp( bColor, t );
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+
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+ colorAttribute.setXYZ( vertexIndex, color.r, color.g, color.b );
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+
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+ } else {
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+
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+ var colorIndex = ( topDown === true ) ? colors.length - 1 : 0;
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+ var c = colors[ colorIndex ];
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+ colorAttribute.setXYZ( vertexIndex, c.r, c.g, c.b );
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ geometry.addAttribute( 'color', colorAttribute );
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+
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+ }
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+
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+ var index = [];
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+
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+ function parseProperty( node, line ) {
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+
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+ var parts = [], part, property = {}, fieldName;
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+
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+ /**
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+ * Expression for matching relevant information, such as a name or value, but not the separators
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+ * @type {RegExp}
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+ */
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+ var regex = /[^\s,\[\]]+/g;
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+
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+ var point;
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+
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+ while ( null !== ( part = regex.exec( line ) ) ) {
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+
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+ parts.push( part[ 0 ] );
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+
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+ }
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+
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+ fieldName = parts[ 0 ];
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+
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+
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+ // trigger several recorders
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+ switch ( fieldName ) {
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+
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+ case 'skyAngle':
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+ case 'groundAngle':
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+ scope.recordingFieldname = fieldName;
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+ scope.isRecordingAngles = true;
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+ scope.angles = [];
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+ break;
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+
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+ case 'color':
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+ case 'skyColor':
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+ case 'groundColor':
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+ scope.recordingFieldname = fieldName;
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+ scope.isRecordingColors = true;
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+ scope.colors = [];
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+ break;
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+
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+ case 'point':
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+ case 'vector':
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+ scope.recordingFieldname = fieldName;
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+ scope.isRecordingPoints = true;
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+ scope.points = [];
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+ break;
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+
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+ case 'colorIndex':
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+ case 'coordIndex':
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+ case 'normalIndex':
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+ case 'texCoordIndex':
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+ scope.recordingFieldname = fieldName;
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+ scope.isRecordingFaces = true;
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+ scope.indexes = [];
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+ break;
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+
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+ }
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+
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+ if ( scope.isRecordingFaces ) {
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+
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+ // the parts hold the indexes as strings
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+ if ( parts.length > 0 ) {
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+
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+ for ( var ind = 0; ind < parts.length; ind ++ ) {
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+
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+ // the part should either be positive integer or -1
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+ if ( ! /(-?\d+)/.test( parts[ ind ] ) ) {
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+
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+ continue;
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+
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+ }
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+
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+ // end of current face
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+ if ( parts[ ind ] === '-1' ) {
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+
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+ if ( index.length > 0 ) {
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+
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+ scope.indexes.push( index );
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+
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+ }
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+
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+ // start new one
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+ index = [];
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+
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+ } else {
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+
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+ index.push( parseInt( parts[ ind ] ) );
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ // end
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+ if ( /]/.exec( line ) ) {
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+
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+ if ( index.length > 0 ) {
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+
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+ scope.indexes.push( index );
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+
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+ }
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+
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+ // start new one
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+ index = [];
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+
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+ scope.isRecordingFaces = false;
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+ node[ scope.recordingFieldname ] = scope.indexes;
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+
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+ }
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+
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+ } else if ( scope.isRecordingPoints ) {
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+
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+ if ( node.nodeType == 'Coordinate' ) {
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+
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+ while ( null !== ( parts = float3_pattern.exec( line ) ) ) {
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+
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+ point = {
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+ x: parseFloat( parts[ 1 ] ),
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+ y: parseFloat( parts[ 2 ] ),
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+ z: parseFloat( parts[ 3 ] )
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+ };
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+
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+ scope.points.push( point );
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+
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+ }
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+
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+ }
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+
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+ if ( node.nodeType == 'Normal' ) {
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+
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+ while ( null !== ( parts = float3_pattern.exec( line ) ) ) {
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+
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+ point = {
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+ x: parseFloat( parts[ 1 ] ),
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+ y: parseFloat( parts[ 2 ] ),
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+ z: parseFloat( parts[ 3 ] )
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+ };
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+
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+ scope.points.push( point );
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+
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+ }
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+
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+ }
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+
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+ if ( node.nodeType == 'TextureCoordinate' ) {
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+
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+ while ( null !== ( parts = float2_pattern.exec( line ) ) ) {
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+
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+ point = {
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+ x: parseFloat( parts[ 1 ] ),
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+ y: parseFloat( parts[ 2 ] )
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+ };
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+
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+ scope.points.push( point );
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+
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+ }
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+
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+ }
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+
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+ // end
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+ if ( /]/.exec( line ) ) {
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+
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+ scope.isRecordingPoints = false;
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+ node.points = scope.points;
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+
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+ }
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+
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+ } else if ( scope.isRecordingAngles ) {
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+
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+ // the parts hold the angles as strings
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+ if ( parts.length > 0 ) {
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+
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+ for ( var ind = 0; ind < parts.length; ind ++ ) {
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+
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+ // the part should be a float
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+ if ( ! float_pattern.test( parts[ ind ] ) ) {
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+
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+ continue;
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+
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+ }
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+
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+ scope.angles.push( parseFloat( parts[ ind ] ) );
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+
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+ }
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+
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+ }
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+
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+ // end
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+ if ( /]/.exec( line ) ) {
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+
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+ scope.isRecordingAngles = false;
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+ node[ scope.recordingFieldname ] = scope.angles;
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+
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+ }
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+
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+ } else if ( scope.isRecordingColors ) {
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+
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+ while ( null !== ( parts = float3_pattern.exec( line ) ) ) {
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+
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+ var color = {
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+ r: parseFloat( parts[ 1 ] ),
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+ g: parseFloat( parts[ 2 ] ),
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+ b: parseFloat( parts[ 3 ] )
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+ };
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+
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+ scope.colors.push( color );
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+
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+ }
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+
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+ // end
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+ if ( /]/.exec( line ) ) {
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+
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+ scope.isRecordingColors = false;
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+ node[ scope.recordingFieldname ] = scope.colors;
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+
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+ }
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+
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+ } else if ( parts[ parts.length - 1 ] !== 'NULL' && fieldName !== 'children' ) {
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+
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+ switch ( fieldName ) {
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+
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+ case 'diffuseColor':
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+ case 'emissiveColor':
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+ case 'specularColor':
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+ case 'color':
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+
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+ if ( parts.length !== 4 ) {
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+
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+ console.warn( 'THREE.VRMLLoader: Invalid color format detected for %s.', fieldName );
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+ break;
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+
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+ }
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+
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+ property = {
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+ r: parseFloat( parts[ 1 ] ),
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+ g: parseFloat( parts[ 2 ] ),
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+ b: parseFloat( parts[ 3 ] )
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+ };
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+
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+ break;
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+
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+ case 'location':
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+ case 'direction':
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+ case 'translation':
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+ case 'scale':
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+ case 'size':
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+ if ( parts.length !== 4 ) {
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+
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+ console.warn( 'THREE.VRMLLoader: Invalid vector format detected for %s.', fieldName );
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ property = {
|
|
|
+ x: parseFloat( parts[ 1 ] ),
|
|
|
+ y: parseFloat( parts[ 2 ] ),
|
|
|
+ z: parseFloat( parts[ 3 ] )
|
|
|
+ };
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'intensity':
|
|
|
+ case 'cutOffAngle':
|
|
|
+ case 'radius':
|
|
|
+ case 'topRadius':
|
|
|
+ case 'bottomRadius':
|
|
|
+ case 'height':
|
|
|
+ case 'transparency':
|
|
|
+ case 'shininess':
|
|
|
+ case 'ambientIntensity':
|
|
|
+ case 'creaseAngle':
|
|
|
+ if ( parts.length !== 2 ) {
|
|
|
+
|
|
|
+ console.warn( 'THREE.VRMLLoader: Invalid single float value specification detected for %s.', fieldName );
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ property = parseFloat( parts[ 1 ] );
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'rotation':
|
|
|
+ if ( parts.length !== 5 ) {
|
|
|
+
|
|
|
+ console.warn( 'THREE.VRMLLoader: Invalid quaternion format detected for %s.', fieldName );
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ property = {
|
|
|
+ x: parseFloat( parts[ 1 ] ),
|
|
|
+ y: parseFloat( parts[ 2 ] ),
|
|
|
+ z: parseFloat( parts[ 3 ] ),
|
|
|
+ w: parseFloat( parts[ 4 ] )
|
|
|
+ };
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'on':
|
|
|
+ case 'ccw':
|
|
|
+ case 'solid':
|
|
|
+ case 'colorPerVertex':
|
|
|
+ case 'convex':
|
|
|
+ if ( parts.length !== 2 ) {
|
|
|
+
|
|
|
+ console.warn( 'THREE.VRMLLoader: Invalid format detected for %s.', fieldName );
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ property = parts[ 1 ] === 'TRUE' ? true : false;
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // VRMLLoader does not support text so it can't process the "string" property yet
|
|
|
+
|
|
|
+ if ( fieldName !== 'string' ) node[ fieldName ] = property;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return property;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function getTree( lines ) {
|
|
|
+
|
|
|
+ var tree = { 'string': 'Scene', children: [] };
|
|
|
+ var current = tree;
|
|
|
+ var matches;
|
|
|
+ var specification;
|
|
|
+
|
|
|
+ for ( var i = 0; i < lines.length; i ++ ) {
|
|
|
+
|
|
|
+ var comment = '';
|
|
|
+
|
|
|
+ var line = lines[ i ];
|
|
|
+
|
|
|
+ // omit whitespace only lines
|
|
|
+ if ( null !== ( /^\s+?$/g.exec( line ) ) ) {
|
|
|
+
|
|
|
+ continue;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ line = line.trim();
|
|
|
+
|
|
|
+ // skip empty lines
|
|
|
+ if ( line === '' ) {
|
|
|
+
|
|
|
+ continue;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( /#/.exec( line ) ) {
|
|
|
+
|
|
|
+ var parts = line.split( '#' );
|
|
|
+
|
|
|
+ // discard everything after the #, it is a comment
|
|
|
+ line = parts[ 0 ];
|
|
|
+
|
|
|
+ // well, let's also keep the comment
|
|
|
+ comment = parts[ 1 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( matches = /([^\s]*){1}(?:\s+)?{/.exec( line ) ) {
|
|
|
+
|
|
|
+ // first subpattern should match the Node name
|
|
|
+
|
|
|
+ var block = { 'nodeType': matches[ 1 ], 'string': line, 'parent': current, 'children': [], 'comment': comment };
|
|
|
+ current.children.push( block );
|
|
|
+ current = block;
|
|
|
+
|
|
|
+ if ( /}/.exec( line ) ) {
|
|
|
+
|
|
|
+ // example: geometry Box { size 1 1 1 } # all on the same line
|
|
|
+ specification = /{(.*)}/.exec( line )[ 1 ];
|
|
|
+
|
|
|
+ // todo: remove once new parsing is complete?
|
|
|
+ block.children.push( specification );
|
|
|
+
|
|
|
+ parseProperty( current, specification );
|
|
|
+
|
|
|
+ current = current.parent;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( /}/.exec( line ) ) {
|
|
|
+
|
|
|
+ current = current.parent;
|
|
|
+
|
|
|
+ } else if ( line !== '' ) {
|
|
|
+
|
|
|
+ parseProperty( current, line );
|
|
|
+ // todo: remove once new parsing is complete? we still do not parse geometry and appearance the new way
|
|
|
+ current.children.push( line );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return tree;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function parseNode( data, parent ) {
|
|
|
+
|
|
|
+ var object;
|
|
|
+
|
|
|
+ if ( typeof data === 'string' ) {
|
|
|
+
|
|
|
+ if ( /USE/.exec( data ) ) {
|
|
|
+
|
|
|
+ var defineKey = /USE\s+?([^\s]+)/.exec( data )[ 1 ];
|
|
|
+
|
|
|
+ if ( undefined == defines[ defineKey ] ) {
|
|
|
+
|
|
|
+ console.warn( 'THREE.VRMLLoader: %s is not defined.', defineKey );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( /appearance/.exec( data ) && defineKey ) {
|
|
|
+
|
|
|
+ parent.material = defines[ defineKey ].clone();
|
|
|
+
|
|
|
+ } else if ( /geometry/.exec( data ) && defineKey ) {
|
|
|
+
|
|
|
+ parent.geometry = defines[ defineKey ].clone();
|
|
|
+
|
|
|
+ // the solid property is not cloned with clone(), is only needed for VRML loading, so we need to transfer it
|
|
|
+ if ( defines[ defineKey ].solid !== undefined && defines[ defineKey ].solid === false ) {
|
|
|
+
|
|
|
+ parent.geometry.solid = false;
|
|
|
+ parent.material.side = DoubleSide;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( defineKey ) {
|
|
|
+
|
|
|
+ object = defines[ defineKey ].clone();
|
|
|
+ parent.add( object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object = parent;
|
|
|
+
|
|
|
+ if ( data.string.indexOf( 'AmbientLight' ) > - 1 && data.nodeType === 'PointLight' ) {
|
|
|
+
|
|
|
+ data.nodeType = 'AmbientLight';
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var l_visible = data.on !== undefined ? data.on : true;
|
|
|
+ var l_intensity = data.intensity !== undefined ? data.intensity : 1;
|
|
|
+ var l_color = new Color();
|
|
|
+
|
|
|
+ if ( data.color ) {
|
|
|
+
|
|
|
+ l_color.copy( data.color );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( data.nodeType === 'AmbientLight' ) {
|
|
|
+
|
|
|
+ object = new AmbientLight( l_color, l_intensity );
|
|
|
+ object.visible = l_visible;
|
|
|
+
|
|
|
+ parent.add( object );
|
|
|
+
|
|
|
+ } else if ( data.nodeType === 'PointLight' ) {
|
|
|
+
|
|
|
+ var l_distance = 0;
|
|
|
+
|
|
|
+ if ( data.radius !== undefined && data.radius < 1000 ) {
|
|
|
+
|
|
|
+ l_distance = data.radius;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object = new PointLight( l_color, l_intensity, l_distance );
|
|
|
+ object.visible = l_visible;
|
|
|
+
|
|
|
+ parent.add( object );
|
|
|
+
|
|
|
+ } else if ( data.nodeType === 'SpotLight' ) {
|
|
|
+
|
|
|
+ var l_intensity = 1;
|
|
|
+ var l_distance = 0;
|
|
|
+ var l_angle = Math.PI / 3;
|
|
|
+ var l_penumbra = 0;
|
|
|
+ var l_visible = true;
|
|
|
+
|
|
|
+ if ( data.radius !== undefined && data.radius < 1000 ) {
|
|
|
+
|
|
|
+ l_distance = data.radius;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( data.cutOffAngle !== undefined ) {
|
|
|
+
|
|
|
+ l_angle = data.cutOffAngle;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object = new SpotLight( l_color, l_intensity, l_distance, l_angle, l_penumbra );
|
|
|
+ object.visible = l_visible;
|
|
|
+
|
|
|
+ parent.add( object );
|
|
|
+
|
|
|
+ } else if ( data.nodeType === 'Transform' || data.nodeType === 'Group' ) {
|
|
|
+
|
|
|
+ object = new Object3D();
|
|
|
+
|
|
|
+ if ( /DEF/.exec( data.string ) ) {
|
|
|
+
|
|
|
+ object.name = /DEF\s+([^\s]+)/.exec( data.string )[ 1 ];
|
|
|
+ defines[ object.name ] = object;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( data.translation !== undefined ) {
|
|
|
+
|
|
|
+ var t = data.translation;
|
|
|
+
|
|
|
+ object.position.set( t.x, t.y, t.z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( data.rotation !== undefined ) {
|
|
|
+
|
|
|
+ var r = data.rotation;
|
|
|
+
|
|
|
+ object.quaternion.setFromAxisAngle( new Vector3( r.x, r.y, r.z ), r.w );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( data.scale !== undefined ) {
|
|
|
+
|
|
|
+ var s = data.scale;
|
|
|
+
|
|
|
+ object.scale.set( s.x, s.y, s.z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ parent.add( object );
|
|
|
+
|
|
|
+ } else if ( data.nodeType === 'Shape' ) {
|
|
|
+
|
|
|
+ object = new Mesh();
|
|
|
+
|
|
|
+ if ( /DEF/.exec( data.string ) ) {
|
|
|
+
|
|
|
+ object.name = /DEF\s+([^\s]+)/.exec( data.string )[ 1 ];
|
|
|
+
|
|
|
+ defines[ object.name ] = object;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ parent.add( object );
|
|
|
+
|
|
|
+ } else if ( data.nodeType === 'Background' ) {
|
|
|
+
|
|
|
+ var segments = 20;
|
|
|
+
|
|
|
+ // sky (full sphere):
|
|
|
+
|
|
|
+ var radius = 2e4;
|
|
|
+
|
|
|
+ var skyGeometry = new SphereBufferGeometry( radius, segments, segments );
|
|
|
+ var skyMaterial = new MeshBasicMaterial( { fog: false, side: BackSide } );
|
|
|
+
|
|
|
+ if ( data.skyColor.length > 1 ) {
|
|
|
+
|
|
|
+ paintFaces( skyGeometry, radius, data.skyAngle, data.skyColor, true );
|
|
|
+
|
|
|
+ skyMaterial.vertexColors = VertexColors;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var color = data.skyColor[ 0 ];
|
|
|
+ skyMaterial.color.setRGB( color.r, color.b, color.g );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ scene.add( new Mesh( skyGeometry, skyMaterial ) );
|
|
|
+
|
|
|
+ // ground (half sphere):
|
|
|
+
|
|
|
+ if ( data.groundColor !== undefined ) {
|
|
|
+
|
|
|
+ radius = 1.2e4;
|
|
|
+
|
|
|
+ var groundGeometry = new SphereBufferGeometry( radius, segments, segments, 0, 2 * Math.PI, 0.5 * Math.PI, 1.5 * Math.PI );
|
|
|
+ var groundMaterial = new MeshBasicMaterial( { fog: false, side: BackSide, vertexColors: VertexColors } );
|
|
|
+
|
|
|
+ paintFaces( groundGeometry, radius, data.groundAngle, data.groundColor, false );
|
|
|
+
|
|
|
+ scene.add( new Mesh( groundGeometry, groundMaterial ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( /geometry/.exec( data.string ) ) {
|
|
|
+
|
|
|
+ if ( data.nodeType === 'Box' ) {
|
|
|
+
|
|
|
+ var s = data.size;
|
|
|
+
|
|
|
+ parent.geometry = new BoxBufferGeometry( s.x, s.y, s.z );
|
|
|
+
|
|
|
+ } else if ( data.nodeType === 'Cylinder' ) {
|
|
|
+
|
|
|
+ parent.geometry = new CylinderBufferGeometry( data.radius, data.radius, data.height );
|
|
|
+
|
|
|
+ } else if ( data.nodeType === 'Cone' ) {
|
|
|
+
|
|
|
+ parent.geometry = new CylinderBufferGeometry( data.topRadius, data.bottomRadius, data.height );
|
|
|
+
|
|
|
+ } else if ( data.nodeType === 'Sphere' ) {
|
|
|
+
|
|
|
+ parent.geometry = new SphereBufferGeometry( data.radius );
|
|
|
+
|
|
|
+ } else if ( data.nodeType === 'IndexedLineSet' ) {
|
|
|
+
|
|
|
+ console.warn( 'THREE.VRMLLoader: IndexedLineSet not supported yet.' );
|
|
|
+ parent.parent.remove( parent ); // since the loader is not able to parse the geometry, remove the respective 3D object
|
|
|
+
|
|
|
+ } else if ( data.nodeType === 'Text' ) {
|
|
|
+
|
|
|
+ console.warn( 'THREE.VRMLLoader: Text not supported yet.' );
|
|
|
+ parent.parent.remove( parent );
|
|
|
+
|
|
|
+ } else if ( data.nodeType === 'IndexedFaceSet' ) {
|
|
|
+
|
|
|
+ var geometry = new BufferGeometry();
|
|
|
+
|
|
|
+ var positions = [];
|
|
|
+ var colors = [];
|
|
|
+ var normals = [];
|
|
|
+ var uvs = [];
|
|
|
+
|
|
|
+ var position, color, normal, uv;
|
|
|
+
|
|
|
+ var i, il, j, jl;
|
|
|
+
|
|
|
+ for ( i = 0, il = data.children.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var child = data.children[ i ];
|
|
|
+
|
|
|
+ // uvs
|
|
|
+
|
|
|
+ if ( child.nodeType === 'TextureCoordinate' ) {
|
|
|
+
|
|
|
+ if ( child.points ) {
|
|
|
+
|
|
|
+ for ( j = 0, jl = child.points.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ uv = child.points[ j ];
|
|
|
+ uvs.push( uv.x, uv.y );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // normals
|
|
|
+
|
|
|
+ if ( child.nodeType === 'Normal' ) {
|
|
|
+
|
|
|
+ if ( child.points ) {
|
|
|
+
|
|
|
+ for ( j = 0, jl = child.points.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ normal = child.points[ j ];
|
|
|
+ normals.push( normal.x, normal.y, normal.z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // colors
|
|
|
+
|
|
|
+ if ( child.nodeType === 'Color' ) {
|
|
|
+
|
|
|
+ if ( child.color ) {
|
|
|
+
|
|
|
+ for ( j = 0, jl = child.color.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ color = child.color[ j ];
|
|
|
+ colors.push( color.r, color.g, color.b );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // positions
|
|
|
+
|
|
|
+ if ( child.nodeType === 'Coordinate' ) {
|
|
|
+
|
|
|
+ if ( child.points ) {
|
|
|
+
|
|
|
+ for ( j = 0, jl = child.points.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ position = child.points[ j ];
|
|
|
+ positions.push( position.x, position.y, position.z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( child.string.indexOf( 'DEF' ) > - 1 ) {
|
|
|
+
|
|
|
+ var name = /DEF\s+([^\s]+)/.exec( child.string )[ 1 ];
|
|
|
+
|
|
|
+ defines[ name ] = positions.slice( 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( child.string.indexOf( 'USE' ) > - 1 ) {
|
|
|
+
|
|
|
+ var defineKey = /USE\s+([^\s]+)/.exec( child.string )[ 1 ];
|
|
|
+
|
|
|
+ positions = defines[ defineKey ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // some shapes only have vertices for use in other shapes
|
|
|
+
|
|
|
+ if ( data.coordIndex ) {
|
|
|
+
|
|
|
+ function triangulateIndexArray( indexArray, ccw, colorPerVertex ) {
|
|
|
+
|
|
|
+ if ( ccw === undefined ) {
|
|
|
+
|
|
|
+ // ccw is true by default
|
|
|
+ ccw = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var triangulatedIndexArray = [];
|
|
|
+ var skip = 0;
|
|
|
+
|
|
|
+ for ( i = 0, il = indexArray.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ if ( colorPerVertex === false ) {
|
|
|
+
|
|
|
+ var colorIndices = indexArray[ i ];
|
|
|
+
|
|
|
+ for ( j = 0, jl = colorIndices.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ var index = colorIndices[ j ];
|
|
|
+
|
|
|
+ triangulatedIndexArray.push( index, index, index );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var indexedFace = indexArray[ i ];
|
|
|
+
|
|
|
+ // VRML support multipoint indexed face sets (more then 3 vertices). You must calculate the composing triangles here
|
|
|
+
|
|
|
+ skip = 0;
|
|
|
+
|
|
|
+ while ( indexedFace.length >= 3 && skip < ( indexedFace.length - 2 ) ) {
|
|
|
+
|
|
|
+ var i1 = indexedFace[ 0 ];
|
|
|
+ var i2 = indexedFace[ skip + ( ccw ? 1 : 2 ) ];
|
|
|
+ var i3 = indexedFace[ skip + ( ccw ? 2 : 1 ) ];
|
|
|
+
|
|
|
+ triangulatedIndexArray.push( i1, i2, i3 );
|
|
|
+
|
|
|
+ skip ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return triangulatedIndexArray;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var positionIndexes = data.coordIndex ? triangulateIndexArray( data.coordIndex, data.ccw ) : [];
|
|
|
+ var normalIndexes = data.normalIndex ? triangulateIndexArray( data.normalIndex, data.ccw ) : positionIndexes;
|
|
|
+ var colorIndexes = data.colorIndex ? triangulateIndexArray( data.colorIndex, data.ccw, data.colorPerVertex ) : [];
|
|
|
+ var uvIndexes = data.texCoordIndex ? triangulateIndexArray( data.texCoordIndex, data.ccw ) : positionIndexes;
|
|
|
+
|
|
|
+ var newIndexes = [];
|
|
|
+ var newPositions = [];
|
|
|
+ var newNormals = [];
|
|
|
+ var newColors = [];
|
|
|
+ var newUvs = [];
|
|
|
+
|
|
|
+ // if any other index array does not match the coordinate indexes, split any points that differ
|
|
|
+
|
|
|
+ var pointMap = Object.create( null );
|
|
|
+
|
|
|
+ for ( i = 0; i < positionIndexes.length; i ++ ) {
|
|
|
+
|
|
|
+ var pointAttributes = [];
|
|
|
+
|
|
|
+ var positionIndex = positionIndexes[ i ];
|
|
|
+ var normalIndex = normalIndexes[ i ];
|
|
|
+ var colorIndex = colorIndexes[ i ];
|
|
|
+ var uvIndex = uvIndexes[ i ];
|
|
|
+
|
|
|
+ var base = 10; // which base to use to represent each value
|
|
|
+
|
|
|
+ pointAttributes.push( positionIndex.toString( base ) );
|
|
|
+
|
|
|
+ if ( normalIndex !== undefined ) {
|
|
|
+
|
|
|
+ pointAttributes.push( normalIndex.toString( base ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( colorIndex !== undefined ) {
|
|
|
+
|
|
|
+ pointAttributes.push( colorIndex.toString( base ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( uvIndex !== undefined ) {
|
|
|
+
|
|
|
+ pointAttributes.push( uvIndex.toString( base ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var pointId = pointAttributes.join( ',' );
|
|
|
+ var newIndex = pointMap[ pointId ];
|
|
|
+
|
|
|
+ if ( newIndex === undefined ) {
|
|
|
+
|
|
|
+ newIndex = newPositions.length / 3;
|
|
|
+ pointMap[ pointId ] = newIndex;
|
|
|
+
|
|
|
+ newPositions.push(
|
|
|
+ positions[ positionIndex * 3 ],
|
|
|
+ positions[ positionIndex * 3 + 1 ],
|
|
|
+ positions[ positionIndex * 3 + 2 ]
|
|
|
+ );
|
|
|
+
|
|
|
+ if ( normalIndex !== undefined && normals.length > 0 ) {
|
|
|
+
|
|
|
+ newNormals.push(
|
|
|
+ normals[ normalIndex * 3 ],
|
|
|
+ normals[ normalIndex * 3 + 1 ],
|
|
|
+ normals[ normalIndex * 3 + 2 ]
|
|
|
+ );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( colorIndex !== undefined && colors.length > 0 ) {
|
|
|
+
|
|
|
+ newColors.push(
|
|
|
+ colors[ colorIndex * 3 ],
|
|
|
+ colors[ colorIndex * 3 + 1 ],
|
|
|
+ colors[ colorIndex * 3 + 2 ]
|
|
|
+ );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( uvIndex !== undefined && uvs.length > 0 ) {
|
|
|
+
|
|
|
+ newUvs.push(
|
|
|
+ uvs[ uvIndex * 2 ],
|
|
|
+ uvs[ uvIndex * 2 + 1 ]
|
|
|
+ );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ newIndexes.push( newIndex );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ positions = newPositions;
|
|
|
+ normals = newNormals;
|
|
|
+ colors = newColors;
|
|
|
+ uvs = newUvs;
|
|
|
+
|
|
|
+ geometry.setIndex( newIndexes );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // do not add dummy mesh to the scene
|
|
|
+
|
|
|
+ parent.parent.remove( parent );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( false === data.solid ) {
|
|
|
+
|
|
|
+ parent.material.side = DoubleSide;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // we need to store it on the geometry for use with defines
|
|
|
+ geometry.solid = data.solid;
|
|
|
+
|
|
|
+ geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
|
|
|
+
|
|
|
+ if ( colors.length > 0 ) {
|
|
|
+
|
|
|
+ geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
|
|
|
+
|
|
|
+ parent.material.vertexColors = VertexColors;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( uvs.length > 0 ) {
|
|
|
+
|
|
|
+ geometry.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( normals.length > 0 ) {
|
|
|
+
|
|
|
+ geometry.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // convert geometry to non-indexed to get sharp normals
|
|
|
+ geometry = geometry.toNonIndexed();
|
|
|
+ geometry.computeVertexNormals();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.computeBoundingSphere();
|
|
|
+
|
|
|
+ // see if it's a define
|
|
|
+ if ( /DEF/.exec( data.string ) ) {
|
|
|
+
|
|
|
+ geometry.name = /DEF ([^\s]+)/.exec( data.string )[ 1 ];
|
|
|
+ defines[ geometry.name ] = geometry;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ parent.geometry = geometry;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return;
|
|
|
+
|
|
|
+ } else if ( /appearance/.exec( data.string ) ) {
|
|
|
+
|
|
|
+ for ( var i = 0; i < data.children.length; i ++ ) {
|
|
|
+
|
|
|
+ var child = data.children[ i ];
|
|
|
+
|
|
|
+ if ( child.nodeType === 'Material' ) {
|
|
|
+
|
|
|
+ var material = new MeshPhongMaterial();
|
|
|
+
|
|
|
+ if ( child.diffuseColor !== undefined ) {
|
|
|
+
|
|
|
+ var d = child.diffuseColor;
|
|
|
+
|
|
|
+ material.color.setRGB( d.r, d.g, d.b );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( child.emissiveColor !== undefined ) {
|
|
|
+
|
|
|
+ var e = child.emissiveColor;
|
|
|
+
|
|
|
+ material.emissive.setRGB( e.r, e.g, e.b );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( child.specularColor !== undefined ) {
|
|
|
+
|
|
|
+ var s = child.specularColor;
|
|
|
+
|
|
|
+ material.specular.setRGB( s.r, s.g, s.b );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( child.transparency !== undefined ) {
|
|
|
+
|
|
|
+ var t = child.transparency;
|
|
|
+
|
|
|
+ // transparency is opposite of opacity
|
|
|
+ material.opacity = Math.abs( 1 - t );
|
|
|
+
|
|
|
+ material.transparent = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( /DEF/.exec( data.string ) ) {
|
|
|
+
|
|
|
+ material.name = /DEF ([^\s]+)/.exec( data.string )[ 1 ];
|
|
|
+
|
|
|
+ defines[ material.name ] = material;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ parent.material = material;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( child.nodeType === 'ImageTexture' ) {
|
|
|
+
|
|
|
+ var textureName = /"([^"]+)"/.exec( child.children[ 0 ] );
|
|
|
+
|
|
|
+ if ( textureName ) {
|
|
|
+
|
|
|
+ parent.material.name = textureName[ 1 ];
|
|
|
+
|
|
|
+ parent.material.map = textureLoader.load( textureName[ 1 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var i = 0, l = data.children.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ parseNode( data.children[ i ], object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ parseNode( getTree( lines ), scene );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var scene = new Scene();
|
|
|
+
|
|
|
+ var lines = data.split( '\n' );
|
|
|
+
|
|
|
+ // some lines do not have breaks
|
|
|
+
|
|
|
+ for ( var i = lines.length - 1; i > 0; i -- ) {
|
|
|
+
|
|
|
+ // The # symbol indicates that all subsequent text, until the end of the line is a comment,
|
|
|
+ // and should be ignored. (see http://gun.teipir.gr/VRML-amgem/spec/part1/grammar.html)
|
|
|
+ lines[ i ] = lines[ i ].replace( /(#.*)/, '' );
|
|
|
+
|
|
|
+ var line = lines[ i ];
|
|
|
+
|
|
|
+ // split lines with {..{ or {..[ - some have both
|
|
|
+ if ( /{.*[{\[]/.test( line ) ) {
|
|
|
+
|
|
|
+ var parts = line.split( '{' ).join( '{\n' ).split( '\n' );
|
|
|
+ parts.unshift( 1 );
|
|
|
+ parts.unshift( i );
|
|
|
+ lines.splice.apply( lines, parts );
|
|
|
+
|
|
|
+ } else if ( /\].*}/.test( line ) ) {
|
|
|
+
|
|
|
+ // split lines with ]..}
|
|
|
+ var parts = line.split( ']' ).join( ']\n' ).split( '\n' );
|
|
|
+ parts.unshift( 1 );
|
|
|
+ parts.unshift( i );
|
|
|
+ lines.splice.apply( lines, parts );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ line = lines[ i ];
|
|
|
+
|
|
|
+ if ( /}.*}/.test( line ) ) {
|
|
|
+
|
|
|
+ // split lines with }..}
|
|
|
+ var parts = line.split( '}' ).join( '}\n' ).split( '\n' );
|
|
|
+ parts.unshift( 1 );
|
|
|
+ parts.unshift( i );
|
|
|
+ lines.splice.apply( lines, parts );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ line = lines[ i ];
|
|
|
+
|
|
|
+ if ( /^\b[^\s]+\b$/.test( line.trim() ) ) {
|
|
|
+
|
|
|
+ // prevent lines with single words like "coord" or "geometry", see #12209
|
|
|
+ lines[ i + 1 ] = line + ' ' + lines[ i + 1 ].trim();
|
|
|
+ lines.splice( i, 1 );
|
|
|
+
|
|
|
+ } else if ( ( line.indexOf( 'coord' ) > - 1 ) && ( line.indexOf( '[' ) < 0 ) && ( line.indexOf( '{' ) < 0 ) ) {
|
|
|
+
|
|
|
+ // force the parser to create Coordinate node for empty coords
|
|
|
+ // coord USE something -> coord USE something Coordinate {}
|
|
|
+
|
|
|
+ lines[ i ] += ' Coordinate {}';
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var header = lines.shift();
|
|
|
+
|
|
|
+ if ( /V1.0/.exec( header ) ) {
|
|
|
+
|
|
|
+ console.warn( 'THREE.VRMLLoader: V1.0 not supported yet.' );
|
|
|
+
|
|
|
+ } else if ( /V2.0/.exec( header ) ) {
|
|
|
+
|
|
|
+ parseV2( lines, scene );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return scene;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+export { VRMLLoader };
|