VRMLLoader.js 10.0 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. THREE.VRMLLoader = function () {};
  5. THREE.VRMLLoader.prototype = {
  6. constructor: THREE.VTKLoader,
  7. load: function ( url, callback ) {
  8. var scope = this;
  9. var request = new XMLHttpRequest();
  10. request.addEventListener( 'load', function ( event ) {
  11. var object = scope.parse( event.target.responseText );
  12. scope.dispatchEvent( { type: 'load', content: object } );
  13. }, false );
  14. request.addEventListener( 'progress', function ( event ) {
  15. scope.dispatchEvent( { type: 'progress', loaded: event.loaded, total: event.total } );
  16. }, false );
  17. request.addEventListener( 'error', function () {
  18. scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
  19. }, false );
  20. request.open( 'GET', url, true );
  21. request.send( null );
  22. },
  23. parse: function ( data ) {
  24. var parseV1 = function ( lines, scene ) {
  25. console.warn( 'VRML V1.0 not supported yet' );
  26. };
  27. var parseV2 = function ( lines, scene ) {
  28. var getTree = function ( lines ) {
  29. var tree = { 'string': 'Scene', children: [] };
  30. var current = tree;
  31. for ( var i = 0; i < lines.length; i ++ ) {
  32. var line = lines[ i ];
  33. if ( /^#/.exec( line ) ) {
  34. continue;
  35. } else if ( /{/.exec( line ) ) {
  36. var block = { 'string': line, 'parent': current, 'children': [] };
  37. current.children.push( block );
  38. current = block;
  39. if ( /}/.exec( line ) ) {
  40. block.children.push( /{(.*)}/.exec( line )[ 1 ] );
  41. current = current.parent;
  42. }
  43. } else if ( /}/.exec( line ) ) {
  44. current = current.parent;
  45. } else if ( line !== '' ) {
  46. current.children.push( line );
  47. }
  48. }
  49. return tree;
  50. }
  51. var defines = {};
  52. var float_pattern = /\s+([\d|\.|\+|\-|e]+)/;
  53. var float3_pattern = /\s+([\d|\.|\+|\-|e]+),?\s+([\d|\.|\+|\-|e]+),?\s+([\d|\.|\+|\-|e]+)/;
  54. var float4_pattern = /\s+([\d|\.|\+|\-|e]+),?\s+([\d|\.|\+|\-|e]+),?\s+([\d|\.|\+|\-|e]+),?\s+([\d|\.|\+|\-|e]+)/;
  55. var parseNode = function ( data, parent ) {
  56. // console.log( data );
  57. if ( typeof data === 'string' ) {
  58. if ( /USE/.exec( data ) ) {
  59. if ( /appearance/.exec( data ) ) {
  60. parent.material = defines[ /USE (\w+)/.exec( data )[ 1 ] ].clone();
  61. } else {
  62. var object = defines[ /USE (\w+)/.exec( data )[ 1 ] ].clone();
  63. parent.add( object );
  64. }
  65. }
  66. return;
  67. }
  68. var object = parent;
  69. if ( /Transform/.exec( data.string ) || /Group/.exec( data.string ) ) {
  70. object = new THREE.Object3D();
  71. if ( /DEF/.exec( data.string ) ) {
  72. object.name = /DEF (\w+)/.exec( data.string )[ 1 ];
  73. defines[ object.name ] = object;
  74. }
  75. for ( var i = 0, j = data.children.length; i < j; i ++ ) {
  76. var child = data.children[ i ];
  77. if ( /translation/.exec( child ) ) {
  78. var result = float3_pattern.exec( child );
  79. object.position.set(
  80. parseFloat( result[ 1 ] ),
  81. parseFloat( result[ 2 ] ),
  82. parseFloat( result[ 3 ] )
  83. );
  84. } else if ( /rotation/.exec( child ) ) {
  85. var result = float4_pattern.exec( child );
  86. object.quaternion.set(
  87. parseFloat( result[ 1 ] ),
  88. parseFloat( result[ 2 ] ),
  89. parseFloat( result[ 3 ] ),
  90. parseFloat( result[ 4 ] )
  91. );
  92. } else if ( /scale/.exec( child ) ) {
  93. var result = float3_pattern.exec( child );
  94. object.scale.set(
  95. parseFloat( result[ 1 ] ),
  96. parseFloat( result[ 2 ] ),
  97. parseFloat( result[ 3 ] )
  98. );
  99. }
  100. }
  101. parent.add( object );
  102. } else if ( /Shape/.exec( data.string ) ) {
  103. object = new THREE.Mesh();
  104. if ( /DEF/.exec( data.string ) ) {
  105. object.name = /DEF (\w+)/.exec( data.string )[ 1 ];
  106. defines[ object.name ] = object;
  107. }
  108. parent.add( object );
  109. } else if ( /geometry/.exec( data.string ) ) {
  110. if ( /Box/.exec( data.string ) ) {
  111. var width = 1, height = 1, depth = 1;
  112. for ( var i = 0, j = data.children.length; i < j; i ++ ) {
  113. var child = data.children[ i ];
  114. if ( /size/.exec( child ) ) {
  115. var result = float3_pattern.exec( child );
  116. width = parseFloat( result[ 1 ] );
  117. height = parseFloat( result[ 2 ] );
  118. depth = parseFloat( result[ 3 ] );
  119. }
  120. }
  121. parent.geometry = new THREE.CubeGeometry( width, height, depth );
  122. } else if ( /Cylinder/.exec( data.string ) ) {
  123. var radius = 1, height = 1;
  124. for ( var i = 0, j = data.children.length; i < j; i ++ ) {
  125. var child = data.children[ i ];
  126. if ( /radius/.exec( child ) ) {
  127. radius = parseFloat( float_pattern.exec( child )[ 1 ] );
  128. } else if ( /height/.exec( child ) ) {
  129. height = parseFloat( float_pattern.exec( child )[ 1 ] );
  130. }
  131. }
  132. parent.geometry = new THREE.CylinderGeometry( radius, radius, height );
  133. } else if ( /Cone/.exec( data.string ) ) {
  134. var topRadius = 0, bottomRadius = 1, height = 1;
  135. for ( var i = 0, j = data.children.length; i < j; i ++ ) {
  136. var child = data.children[ i ];
  137. if ( /bottomRadius/.exec( child ) ) {
  138. bottomRadius = parseFloat( float_pattern.exec( child )[ 1 ] );
  139. } else if ( /height/.exec( child ) ) {
  140. height = parseFloat( float_pattern.exec( child )[ 1 ] );
  141. }
  142. }
  143. parent.geometry = new THREE.CylinderGeometry( topRadius, bottomRadius, height );
  144. } else if ( /Sphere/.exec( data.string ) ) {
  145. var result = /radius\s+([\d|\.|\+|\-|e]+)/.exec( data.children[ 0 ] );
  146. parent.geometry = new THREE.SphereGeometry( parseFloat( result[ 1 ] ) );
  147. } else if ( /IndexedFaceSet/.exec( data.string ) ) {
  148. var geometry = new THREE.Geometry();
  149. for (var i = 0, j = data.children.length; i < j; i++) {
  150. var child = data.children[i];
  151. var result;
  152. var vec;
  153. // todo: try if you can use parseNode here, to parse the Coordinate node
  154. if ( /Coordinate/.exec (child.string)) {
  155. for (var k = 0, l = child.children.length; k < l; k++) {
  156. var point = child.children[k];
  157. if (null != (result = float3_pattern.exec(point))) {
  158. vec = new THREE.Vector3(
  159. parseFloat(result[1]),
  160. parseFloat(result[2]),
  161. parseFloat(result[3])
  162. );
  163. geometry.vertices.push( vec );
  164. }
  165. }
  166. }
  167. // parse coordIndex lines
  168. if ( null != ( result = /\s?(\d+)\s?,\s?(\d+)\s?,\s?(\d+)\s?,\s?(-?\d+)\s?,/.exec(child) ) ) {
  169. debugger;
  170. // todo: vrml support multipoint indexed face sets (more then 3 vertices). You must calculate the composing triangles here
  171. geometry.faces.push( new THREE.Face3(
  172. parseInt(result[1]),
  173. parseInt(result[2]),
  174. parseInt(result[3])
  175. // todo: pass in the color here, if any, or set it (better)
  176. // todo: pass in the normal
  177. )
  178. );
  179. }
  180. }
  181. geometry.computeBoundingSphere();
  182. var mesh = new THREE.Mesh(geometry);
  183. parent.add(mesh);
  184. }
  185. return;
  186. } else if ( /appearance/.exec( data.string ) ) {
  187. for ( var i = 0; i < data.children.length; i ++ ) {
  188. var child = data.children[ i ];
  189. if ( /Material/.exec( child.string ) ) {
  190. var material = new THREE.MeshPhongMaterial();
  191. for ( var j = 0; j < child.children.length; j ++ ) {
  192. var parameter = child.children[ j ];
  193. if ( /diffuseColor/.exec( parameter ) ) {
  194. var result = float3_pattern.exec( parameter );
  195. material.color.setRGB(
  196. parseFloat( result[ 1 ] ),
  197. parseFloat( result[ 2 ] ),
  198. parseFloat( result[ 3 ] )
  199. );
  200. } else if ( /emissiveColor/.exec( parameter ) ) {
  201. var result = float3_pattern.exec( parameter );
  202. material.emissive.setRGB(
  203. parseFloat( result[ 1 ] ),
  204. parseFloat( result[ 2 ] ),
  205. parseFloat( result[ 3 ] )
  206. );
  207. } else if ( /specularColor/.exec( parameter ) ) {
  208. var result = float3_pattern.exec( parameter );
  209. material.specular.setRGB(
  210. parseFloat( result[ 1 ] ),
  211. parseFloat( result[ 2 ] ),
  212. parseFloat( result[ 3 ] )
  213. );
  214. } else if ( /transparency/.exec( parameter ) ) {
  215. var result = /\s+([\d|\.|\+|\-|e]+)/.exec( parameter );
  216. material.opacity = parseFloat( result[ 1 ] );
  217. material.transparent = true;
  218. }
  219. }
  220. if ( /DEF/.exec( data.string ) ) {
  221. material.name = /DEF (\w+)/.exec( data.string )[ 1 ];
  222. defines[ material.name ] = material;
  223. }
  224. parent.material = material;
  225. }
  226. }
  227. return;
  228. }
  229. for ( var i = 0, l = data.children.length; i < l; i ++ ) {
  230. var child = data.children[ i ];
  231. parseNode( data.children[ i ], object );
  232. }
  233. }
  234. parseNode( getTree( lines ), scene );
  235. };
  236. var scene = new THREE.Scene();
  237. var lines = data.split( '\n' );
  238. var header = lines.shift();
  239. if ( /V1.0/.exec( header ) ) {
  240. parseV1( lines, scene );
  241. } else if ( /V2.0/.exec( header ) ) {
  242. parseV2( lines, scene );
  243. }
  244. return scene;
  245. }
  246. };
  247. THREE.EventDispatcher.prototype.apply( THREE.VRMLLoader.prototype );