VRMLLoader.js 13 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. var defineKey = /USE\s+?(\w+)/.exec( data )[ 1 ];
  60. if (undefined == defines[defineKey]) {
  61. console.warn(defineKey + ' is not defined.');
  62. } else {
  63. if ( /appearance/.exec( data ) && defineKey ) {
  64. parent.material = defines[ defineKey].clone();
  65. } else if (defineKey){
  66. var object = defines[ defineKey ].clone();
  67. parent.add( object );
  68. }
  69. }
  70. }
  71. return;
  72. }
  73. var object = parent;
  74. if ( /Transform/.exec( data.string ) || /Group/.exec( data.string ) ) {
  75. object = new THREE.Object3D();
  76. if ( /DEF/.exec( data.string ) ) {
  77. object.name = /DEF (\w+)/.exec( data.string )[ 1 ];
  78. defines[ object.name ] = object;
  79. }
  80. for ( var i = 0, j = data.children.length; i < j; i ++ ) {
  81. var child = data.children[ i ];
  82. if ( /translation/.exec( child ) ) {
  83. var result = float3_pattern.exec( child );
  84. object.position.set(
  85. parseFloat( result[ 1 ] ),
  86. parseFloat( result[ 2 ] ),
  87. parseFloat( result[ 3 ] )
  88. );
  89. } else if ( /rotation/.exec( child ) ) {
  90. var result = float4_pattern.exec( child );
  91. object.quaternion.set(
  92. parseFloat( result[ 1 ] ),
  93. parseFloat( result[ 2 ] ),
  94. parseFloat( result[ 3 ] ),
  95. parseFloat( result[ 4 ] )
  96. );
  97. } else if ( /scale/.exec( child ) ) {
  98. var result = float3_pattern.exec( child );
  99. object.scale.set(
  100. parseFloat( result[ 1 ] ),
  101. parseFloat( result[ 2 ] ),
  102. parseFloat( result[ 3 ] )
  103. );
  104. }
  105. }
  106. parent.add( object );
  107. } else if ( /Shape/.exec( data.string ) ) {
  108. object = new THREE.Mesh();
  109. if ( /DEF/.exec( data.string ) ) {
  110. object.name = /DEF (\w+)/.exec( data.string )[ 1 ];
  111. defines[ object.name ] = object;
  112. }
  113. parent.add( object );
  114. } else if ( /geometry/.exec( data.string ) ) {
  115. if ( /Box/.exec( data.string ) ) {
  116. var width = 1, height = 1, depth = 1;
  117. for ( var i = 0, j = data.children.length; i < j; i ++ ) {
  118. var child = data.children[ i ];
  119. if ( /size/.exec( child ) ) {
  120. var result = float3_pattern.exec( child );
  121. width = parseFloat( result[ 1 ] );
  122. height = parseFloat( result[ 2 ] );
  123. depth = parseFloat( result[ 3 ] );
  124. }
  125. }
  126. parent.geometry = new THREE.CubeGeometry( width, height, depth );
  127. } else if ( /Cylinder/.exec( data.string ) ) {
  128. var radius = 1, height = 1;
  129. for ( var i = 0, j = data.children.length; i < j; i ++ ) {
  130. var child = data.children[ i ];
  131. if ( /radius/.exec( child ) ) {
  132. radius = parseFloat( float_pattern.exec( child )[ 1 ] );
  133. } else if ( /height/.exec( child ) ) {
  134. height = parseFloat( float_pattern.exec( child )[ 1 ] );
  135. }
  136. }
  137. parent.geometry = new THREE.CylinderGeometry( radius, radius, height );
  138. } else if ( /Cone/.exec( data.string ) ) {
  139. var topRadius = 0, bottomRadius = 1, height = 1;
  140. for ( var i = 0, j = data.children.length; i < j; i ++ ) {
  141. var child = data.children[ i ];
  142. if ( /bottomRadius/.exec( child ) ) {
  143. bottomRadius = parseFloat( float_pattern.exec( child )[ 1 ] );
  144. } else if ( /height/.exec( child ) ) {
  145. height = parseFloat( float_pattern.exec( child )[ 1 ] );
  146. }
  147. }
  148. parent.geometry = new THREE.CylinderGeometry( topRadius, bottomRadius, height );
  149. } else if ( /Sphere/.exec( data.string ) ) {
  150. var result = /radius\s+([\d|\.|\+|\-|e]+)/.exec( data.children[ 0 ] );
  151. parent.geometry = new THREE.SphereGeometry( parseFloat( result[ 1 ] ) );
  152. } else if ( /IndexedFaceSet/.exec( data.string ) ) {
  153. var geometry = new THREE.Geometry();
  154. // var geometry = parent.geometry;
  155. var isRecordingCoordinates = false;
  156. for (var i = 0, j = data.children.length; i < j; i++) {
  157. var child = data.children[i];
  158. var result;
  159. var vec;
  160. if ( /Coordinate/.exec (child.string)) {
  161. for (var k = 0, l = child.children.length; k < l; k++) {
  162. var point = child.children[k];
  163. if (null != (result = float3_pattern.exec(point))) {
  164. vec = new THREE.Vector3(
  165. parseFloat(result[1]),
  166. parseFloat(result[2]),
  167. parseFloat(result[3])
  168. );
  169. geometry.vertices.push( vec );
  170. }
  171. }
  172. }
  173. if (/coordIndex/.exec(child)) {
  174. isRecordingCoordinates = true;
  175. }
  176. var coordIndex = false;
  177. var face3 = [];
  178. var skip = 0;
  179. var regex = /(-?\d+)/g;
  180. while ( isRecordingCoordinates && null != (coordIndex = regex.exec(child) ) ) {
  181. // parse coordIndex lines
  182. coordIndex = parseInt(coordIndex, 10);
  183. face3.push(coordIndex);
  184. // -1 indicates end of face points
  185. if (coordIndex === -1) {
  186. // reset the collection
  187. face3 = [];
  188. }
  189. // vrml support multipoint indexed face sets (more then 3 vertices). You must calculate the composing triangles here
  190. skip = face3.length -3;
  191. skip = skip < 0 ? 0 : skip;
  192. // Face3 only works with triangles, but IndexedFaceSet allows others shapes, build them of triangles
  193. if (face3.length >= 3) {
  194. var face = new THREE.Face3(
  195. face3[0],
  196. face3[skip + 1],
  197. face3[skip + 2]
  198. // todo: pass in the normal here, if any, or set it (better)
  199. // todo: pass in the color
  200. );
  201. // calculate normal
  202. var v1 = new THREE.Vector3();
  203. var v2 = new THREE.Vector3();
  204. var vertex0 = geometry.vertices[face3[0]];
  205. var vertex1 = geometry.vertices[face3[1]];
  206. var vertex2 = geometry.vertices[face3[2]];
  207. if (undefined == vertex0 || undefined == vertex1 || undefined == vertex2) {
  208. // skip this face
  209. } else {
  210. // add this face
  211. v1.subVectors(vertex1, vertex0);
  212. v2.subVectors(vertex2, vertex0);
  213. var normal = new THREE.Vector3();
  214. normal = normal.crossVectors(v1, v2);
  215. face.normal.copy( normal );
  216. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  217. geometry.faces.push(face);
  218. }
  219. }
  220. }
  221. // stop recording if a ] is encountered after recording was turned on
  222. isRecordingCoordinates = (isRecordingCoordinates && null === (/]/.exec(child) ) );
  223. }
  224. geometry.computeBoundingSphere();
  225. //var mesh = new THREE.Mesh(geometry);
  226. //parent.add(mesh);
  227. parent.geometry = geometry;
  228. }
  229. return;
  230. } else if ( /appearance/.exec( data.string ) ) {
  231. for ( var i = 0; i < data.children.length; i ++ ) {
  232. var child = data.children[ i ];
  233. if ( /Material/.exec( child.string ) ) {
  234. var material = new THREE.MeshPhongMaterial();
  235. for ( var j = 0; j < child.children.length; j ++ ) {
  236. var parameter = child.children[ j ];
  237. if ( /diffuseColor/.exec( parameter ) ) {
  238. var result = float3_pattern.exec( parameter );
  239. material.color.setRGB(
  240. parseFloat( result[ 1 ] ),
  241. parseFloat( result[ 2 ] ),
  242. parseFloat( result[ 3 ] )
  243. );
  244. } else if ( /emissiveColor/.exec( parameter ) ) {
  245. var result = float3_pattern.exec( parameter );
  246. material.emissive.setRGB(
  247. parseFloat( result[ 1 ] ),
  248. parseFloat( result[ 2 ] ),
  249. parseFloat( result[ 3 ] )
  250. );
  251. } else if ( /specularColor/.exec( parameter ) ) {
  252. var result = float3_pattern.exec( parameter );
  253. material.specular.setRGB(
  254. parseFloat( result[ 1 ] ),
  255. parseFloat( result[ 2 ] ),
  256. parseFloat( result[ 3 ] )
  257. );
  258. } else if ( /transparency/.exec( parameter ) ) {
  259. var result = /\s+([\d|\.|\+|\-|e]+)/.exec( parameter );
  260. // transparency is opposite of opacity
  261. material.opacity = Math.abs( 1 - parseFloat( result[ 1 ] ) );
  262. material.transparent = true;
  263. }
  264. }
  265. if ( /DEF/.exec( data.string ) ) {
  266. material.name = /DEF (\w+)/.exec( data.string )[ 1 ];
  267. defines[ material.name ] = material;
  268. }
  269. parent.material = material;
  270. }
  271. }
  272. return;
  273. }
  274. for ( var i = 0, l = data.children.length; i < l; i ++ ) {
  275. var child = data.children[ i ];
  276. parseNode( data.children[ i ], object );
  277. }
  278. }
  279. parseNode( getTree( lines ), scene );
  280. };
  281. var scene = new THREE.Scene();
  282. var lines = data.split( '\n' );
  283. var header = lines.shift();
  284. if ( /V1.0/.exec( header ) ) {
  285. parseV1( lines, scene );
  286. } else if ( /V2.0/.exec( header ) ) {
  287. parseV2( lines, scene );
  288. }
  289. return scene;
  290. }
  291. };
  292. THREE.EventDispatcher.prototype.apply( THREE.VRMLLoader.prototype );