VRMLLoader.js 12 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. // var geometry = parent.geometry;
  150. var isRecordingCoordinates = false;
  151. for (var i = 0, j = data.children.length; i < j; i++) {
  152. var child = data.children[i];
  153. var result;
  154. var vec;
  155. if ( /Coordinate/.exec (child.string)) {
  156. for (var k = 0, l = child.children.length; k < l; k++) {
  157. var point = child.children[k];
  158. if (null != (result = float3_pattern.exec(point))) {
  159. vec = new THREE.Vector3(
  160. parseFloat(result[1]),
  161. parseFloat(result[2]),
  162. parseFloat(result[3])
  163. );
  164. geometry.vertices.push( vec );
  165. }
  166. }
  167. }
  168. if (/coordIndex/.exec(child)) {
  169. isRecordingCoordinates = true;
  170. }
  171. var coordIndex = false;
  172. var face3 = [];
  173. var skip = 0;
  174. var regex = /(-?\d+)/g;
  175. while ( isRecordingCoordinates && null != (coordIndex = regex.exec(child) ) ) {
  176. // parse coordIndex lines
  177. coordIndex = parseInt(coordIndex, 10);
  178. face3.push(coordIndex);
  179. // -1 indicates end of face points
  180. if (coordIndex === -1) {
  181. // reset the collection
  182. face3 = [];
  183. }
  184. // vrml support multipoint indexed face sets (more then 3 vertices). You must calculate the composing triangles here
  185. skip = face3.length -3;
  186. skip = skip < 0 ? 0 : skip;
  187. // Face3 only works with triangles, but IndexedFaceSet allows others shapes, build them of triangles
  188. if (face3.length >= 3) {
  189. var face = new THREE.Face3(
  190. face3[0],
  191. face3[skip + 1],
  192. face3[skip + 2]
  193. // todo: pass in the normal here, if any, or set it (better)
  194. // todo: pass in the color
  195. );
  196. // calculate normal
  197. var v1 = new THREE.Vector3();
  198. var v2 = new THREE.Vector3();
  199. v1.subVectors(geometry.vertices[face3[1]], geometry.vertices[face3[0]]);
  200. v2.subVectors(geometry.vertices[face3[2]], geometry.vertices[face3[0]]);
  201. var normal = new THREE.Vector3();
  202. normal = normal.crossVectors(v1, v2);
  203. debugger;
  204. face.normal.copy( normal );
  205. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  206. //face.normalize();
  207. geometry.faces.push(face);
  208. }
  209. }
  210. // stop recording if a ] is encountered after recording was turned on
  211. isRecordingCoordinates = (isRecordingCoordinates && null === (/]/.exec(child) ) );
  212. }
  213. geometry.computeBoundingSphere();
  214. //var mesh = new THREE.Mesh(geometry);
  215. //parent.add(mesh);
  216. parent.geometry = geometry;
  217. }
  218. return;
  219. } else if ( /appearance/.exec( data.string ) ) {
  220. for ( var i = 0; i < data.children.length; i ++ ) {
  221. var child = data.children[ i ];
  222. if ( /Material/.exec( child.string ) ) {
  223. var material = new THREE.MeshPhongMaterial();
  224. for ( var j = 0; j < child.children.length; j ++ ) {
  225. var parameter = child.children[ j ];
  226. if ( /diffuseColor/.exec( parameter ) ) {
  227. var result = float3_pattern.exec( parameter );
  228. material.color.setRGB(
  229. parseFloat( result[ 1 ] ),
  230. parseFloat( result[ 2 ] ),
  231. parseFloat( result[ 3 ] )
  232. );
  233. } else if ( /emissiveColor/.exec( parameter ) ) {
  234. var result = float3_pattern.exec( parameter );
  235. material.emissive.setRGB(
  236. parseFloat( result[ 1 ] ),
  237. parseFloat( result[ 2 ] ),
  238. parseFloat( result[ 3 ] )
  239. );
  240. } else if ( /specularColor/.exec( parameter ) ) {
  241. var result = float3_pattern.exec( parameter );
  242. material.specular.setRGB(
  243. parseFloat( result[ 1 ] ),
  244. parseFloat( result[ 2 ] ),
  245. parseFloat( result[ 3 ] )
  246. );
  247. } else if ( /transparency/.exec( parameter ) ) {
  248. var result = /\s+([\d|\.|\+|\-|e]+)/.exec( parameter );
  249. // transparency is opposite of opacity
  250. material.opacity = Math.abs( 1 - parseFloat( result[ 1 ] ) );
  251. material.transparent = true;
  252. }
  253. }
  254. if ( /DEF/.exec( data.string ) ) {
  255. material.name = /DEF (\w+)/.exec( data.string )[ 1 ];
  256. defines[ material.name ] = material;
  257. }
  258. parent.material = material;
  259. }
  260. }
  261. return;
  262. }
  263. for ( var i = 0, l = data.children.length; i < l; i ++ ) {
  264. var child = data.children[ i ];
  265. parseNode( data.children[ i ], object );
  266. }
  267. }
  268. parseNode( getTree( lines ), scene );
  269. };
  270. var scene = new THREE.Scene();
  271. var lines = data.split( '\n' );
  272. var header = lines.shift();
  273. if ( /V1.0/.exec( header ) ) {
  274. parseV1( lines, scene );
  275. } else if ( /V2.0/.exec( header ) ) {
  276. parseV2( lines, scene );
  277. }
  278. return scene;
  279. }
  280. };
  281. THREE.EventDispatcher.prototype.apply( THREE.VRMLLoader.prototype );