VRMLLoader.js 22 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. THREE.VRMLLoader = function ( manager ) {
  5. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6. };
  7. THREE.VRMLLoader.prototype = {
  8. constructor: THREE.VRMLLoader,
  9. // for IndexedFaceSet support
  10. isRecordingPoints: false,
  11. isRecordingFaces: false,
  12. points: [],
  13. indexes : [],
  14. // for Background support
  15. isRecordingAngles: false,
  16. isRecordingColors: false,
  17. angles: [],
  18. colors: [],
  19. recordingFieldname: null,
  20. load: function ( url, onLoad, onProgress, onError ) {
  21. var scope = this;
  22. var loader = new THREE.XHRLoader( this.manager );
  23. loader.setCrossOrigin( this.crossOrigin );
  24. loader.load( url, function ( text ) {
  25. onLoad( scope.parse( text ) );
  26. }, onProgress, onError );
  27. },
  28. setCrossOrigin: function ( value ) {
  29. this.crossOrigin = value;
  30. },
  31. parse: function ( data ) {
  32. var texturePath = this.texturePath || '';
  33. var textureLoader = new THREE.TextureLoader( this.manager );
  34. textureLoader.setCrossOrigin( this.crossOrigin );
  35. var parseV1 = function ( lines, scene ) {
  36. console.warn( 'VRML V1.0 not supported yet' );
  37. };
  38. var parseV2 = function ( lines, scene ) {
  39. var defines = {};
  40. var float_pattern = /(\b|\-|\+)([\d\.e]+)/;
  41. var float2_pattern = /([\d\.\+\-e]+)\s+([\d\.\+\-e]+)/g;
  42. var float3_pattern = /([\d\.\+\-e]+)\s+([\d\.\+\-e]+)\s+([\d\.\+\-e]+)/g;
  43. /**
  44. * Interpolates colors a and b following their relative distance
  45. * expressed by t.
  46. *
  47. * @param float a
  48. * @param float b
  49. * @param float t
  50. * @returns {Color}
  51. */
  52. var interpolateColors = function( a, b, t ) {
  53. var deltaR = a.r - b.r;
  54. var deltaG = a.g - b.g;
  55. var deltaB = a.b - b.b;
  56. var c = new THREE.Color();
  57. c.r = a.r - t * deltaR;
  58. c.g = a.g - t * deltaG;
  59. c.b = a.b - t * deltaB;
  60. return c;
  61. };
  62. /**
  63. * Vertically paints the faces interpolating between the
  64. * specified colors at the specified angels. This is used for the Background
  65. * node, but could be applied to other nodes with multiple faces as well.
  66. *
  67. * When used with the Background node, default is directionIsDown is true if
  68. * interpolating the skyColor down from the Zenith. When interpolationg up from
  69. * the Nadir i.e. interpolating the groundColor, the directionIsDown is false.
  70. *
  71. * The first angle is never specified, it is the Zenith (0 rad). Angles are specified
  72. * in radians. The geometry is thought a sphere, but could be anything. The color interpolation
  73. * is linear along the Y axis in any case.
  74. *
  75. * You must specify one more color than you have angles at the beginning of the colors array.
  76. * This is the color of the Zenith (the top of the shape).
  77. *
  78. * @param geometry
  79. * @param radius
  80. * @param angles
  81. * @param colors
  82. * @param boolean directionIsDown Whether to work bottom up or top down.
  83. */
  84. var paintFaces = function ( geometry, radius, angles, colors, directionIsDown ) {
  85. var f, n, p, vertexIndex, color;
  86. var direction = directionIsDown ? 1 : - 1;
  87. var faceIndices = [ 'a', 'b', 'c', 'd' ];
  88. var coord = [ ], aColor, bColor, t = 1, A = {}, B = {}, applyColor = false, colorIndex;
  89. for ( var k = 0; k < angles.length; k ++ ) {
  90. var vec = { };
  91. // push the vector at which the color changes
  92. vec.y = direction * ( Math.cos( angles[ k ] ) * radius );
  93. vec.x = direction * ( Math.sin( angles[ k ] ) * radius );
  94. coord.push( vec );
  95. }
  96. // painting the colors on the faces
  97. for ( var i = 0; i < geometry.faces.length ; i ++ ) {
  98. f = geometry.faces[ i ];
  99. n = ( f instanceof THREE.Face3 ) ? 3 : 4;
  100. for ( var j = 0; j < n; j ++ ) {
  101. vertexIndex = f[ faceIndices[ j ] ];
  102. p = geometry.vertices[ vertexIndex ];
  103. for ( var index = 0; index < colors.length; index ++ ) {
  104. // linear interpolation between aColor and bColor, calculate proportion
  105. // A is previous point (angle)
  106. if ( index === 0 ) {
  107. A.x = 0;
  108. A.y = directionIsDown ? radius : - 1 * radius;
  109. } else {
  110. A.x = coord[ index - 1 ].x;
  111. A.y = coord[ index - 1 ].y;
  112. }
  113. // B is current point (angle)
  114. B = coord[ index ];
  115. if ( undefined !== B ) {
  116. // p has to be between the points A and B which we interpolate
  117. applyColor = directionIsDown ? p.y <= A.y && p.y > B.y : p.y >= A.y && p.y < B.y;
  118. if ( applyColor ) {
  119. bColor = colors[ index + 1 ];
  120. aColor = colors[ index ];
  121. // below is simple linear interpolation
  122. t = Math.abs( p.y - A.y ) / ( A.y - B.y );
  123. // 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
  124. color = interpolateColors( aColor, bColor, t );
  125. f.vertexColors[ j ] = color;
  126. }
  127. } else if ( undefined === f.vertexColors[ j ] ) {
  128. colorIndex = directionIsDown ? colors.length - 1 : 0;
  129. f.vertexColors[ j ] = colors[ colorIndex ];
  130. }
  131. }
  132. }
  133. }
  134. };
  135. var parseProperty = function ( node, line ) {
  136. var parts = [], part, property = {}, fieldName;
  137. /**
  138. * Expression for matching relevant information, such as a name or value, but not the separators
  139. * @type {RegExp}
  140. */
  141. var regex = /[^\s,\[\]]+/g;
  142. var point, index, angles, colors;
  143. while ( null != ( part = regex.exec( line ) ) ) {
  144. parts.push( part[ 0 ] );
  145. }
  146. fieldName = parts[ 0 ];
  147. // trigger several recorders
  148. switch ( fieldName ) {
  149. case 'skyAngle':
  150. case 'groundAngle':
  151. this.recordingFieldname = fieldName;
  152. this.isRecordingAngles = true;
  153. this.angles = [];
  154. break;
  155. case 'skyColor':
  156. case 'groundColor':
  157. this.recordingFieldname = fieldName;
  158. this.isRecordingColors = true;
  159. this.colors = [];
  160. break;
  161. case 'point':
  162. this.recordingFieldname = fieldName;
  163. this.isRecordingPoints = true;
  164. this.points = [];
  165. break;
  166. case 'coordIndex':
  167. case 'texCoordIndex':
  168. this.recordingFieldname = fieldName;
  169. this.isRecordingFaces = true;
  170. this.indexes = [];
  171. }
  172. if ( this.isRecordingFaces ) {
  173. // the parts hold the indexes as strings
  174. if ( parts.length > 0 ) {
  175. index = [];
  176. for ( var ind = 0; ind < parts.length; ind ++ ) {
  177. // the part should either be positive integer or -1
  178. if ( ! /(-?\d+)/.test( parts[ ind ] ) ) {
  179. continue;
  180. }
  181. // end of current face
  182. if ( parts[ ind ] === "-1" ) {
  183. if ( index.length > 0 ) {
  184. this.indexes.push( index );
  185. }
  186. // start new one
  187. index = [];
  188. } else {
  189. index.push( parseInt( parts[ ind ] ) );
  190. }
  191. }
  192. }
  193. // end
  194. if ( /]/.exec( line ) ) {
  195. this.isRecordingFaces = false;
  196. node[this.recordingFieldname] = this.indexes;
  197. }
  198. } else if ( this.isRecordingPoints ) {
  199. if ( node.nodeType == 'Coordinate' )
  200. while ( null !== ( parts = float3_pattern.exec( line ) ) ) {
  201. point = {
  202. x: parseFloat( parts[ 1 ] ),
  203. y: parseFloat( parts[ 2 ] ),
  204. z: parseFloat( parts[ 3 ] )
  205. };
  206. this.points.push( point );
  207. }
  208. if ( node.nodeType == 'TextureCoordinate' )
  209. while ( null !== ( parts = float2_pattern.exec( line ) ) ) {
  210. point = {
  211. x: parseFloat( parts[ 1 ] ),
  212. y: parseFloat( parts[ 2 ] )
  213. };
  214. this.points.push( point );
  215. }
  216. // end
  217. if ( /]/.exec( line ) ) {
  218. this.isRecordingPoints = false;
  219. node.points = this.points;
  220. }
  221. } else if ( this.isRecordingAngles ) {
  222. // the parts hold the angles as strings
  223. if ( parts.length > 0 ) {
  224. for ( var ind = 0; ind < parts.length; ind ++ ) {
  225. // the part should be a float
  226. if ( ! float_pattern.test( parts[ ind ] ) ) {
  227. continue;
  228. }
  229. this.angles.push( parseFloat( parts[ ind ] ) );
  230. }
  231. }
  232. // end
  233. if ( /]/.exec( line ) ) {
  234. this.isRecordingAngles = false;
  235. node[ this.recordingFieldname ] = this.angles;
  236. }
  237. } else if ( this.isRecordingColors ) {
  238. while ( null !== ( parts = float3_pattern.exec( line ) ) ) {
  239. color = {
  240. r: parseFloat( parts[ 1 ] ),
  241. g: parseFloat( parts[ 2 ] ),
  242. b: parseFloat( parts[ 3 ] )
  243. };
  244. this.colors.push( color );
  245. }
  246. // end
  247. if ( /]/.exec( line ) ) {
  248. this.isRecordingColors = false;
  249. node[ this.recordingFieldname ] = this.colors;
  250. }
  251. } else if ( parts[ parts.length - 1 ] !== 'NULL' && fieldName !== 'children' ) {
  252. switch ( fieldName ) {
  253. case 'diffuseColor':
  254. case 'emissiveColor':
  255. case 'specularColor':
  256. case 'color':
  257. if ( parts.length != 4 ) {
  258. console.warn( 'Invalid color format detected for ' + fieldName );
  259. break;
  260. }
  261. property = {
  262. r: parseFloat( parts[ 1 ] ),
  263. g: parseFloat( parts[ 2 ] ),
  264. b: parseFloat( parts[ 3 ] )
  265. };
  266. break;
  267. case 'translation':
  268. case 'scale':
  269. case 'size':
  270. if ( parts.length != 4 ) {
  271. console.warn( 'Invalid vector format detected for ' + fieldName );
  272. break;
  273. }
  274. property = {
  275. x: parseFloat( parts[ 1 ] ),
  276. y: parseFloat( parts[ 2 ] ),
  277. z: parseFloat( parts[ 3 ] )
  278. };
  279. break;
  280. case 'radius':
  281. case 'topRadius':
  282. case 'bottomRadius':
  283. case 'height':
  284. case 'transparency':
  285. case 'shininess':
  286. case 'ambientIntensity':
  287. if ( parts.length != 2 ) {
  288. console.warn( 'Invalid single float value specification detected for ' + fieldName );
  289. break;
  290. }
  291. property = parseFloat( parts[ 1 ] );
  292. break;
  293. case 'rotation':
  294. if ( parts.length != 5 ) {
  295. console.warn( 'Invalid quaternion format detected for ' + fieldName );
  296. break;
  297. }
  298. property = {
  299. x: parseFloat( parts[ 1 ] ),
  300. y: parseFloat( parts[ 2 ] ),
  301. z: parseFloat( parts[ 3 ] ),
  302. w: parseFloat( parts[ 4 ] )
  303. };
  304. break;
  305. case 'ccw':
  306. case 'solid':
  307. case 'colorPerVertex':
  308. case 'convex':
  309. if ( parts.length != 2 ) {
  310. console.warn( 'Invalid format detected for ' + fieldName );
  311. break;
  312. }
  313. property = parts[ 1 ] === 'TRUE' ? true : false;
  314. break;
  315. }
  316. node[ fieldName ] = property;
  317. }
  318. return property;
  319. };
  320. var getTree = function ( lines ) {
  321. var tree = { 'string': 'Scene', children: [] };
  322. var current = tree;
  323. var matches;
  324. var specification;
  325. for ( var i = 0; i < lines.length; i ++ ) {
  326. var comment = '';
  327. var line = lines[ i ];
  328. // omit whitespace only lines
  329. if ( null !== ( result = /^\s+?$/g.exec( line ) ) ) {
  330. continue;
  331. }
  332. line = line.trim();
  333. // skip empty lines
  334. if ( line === '' ) {
  335. continue;
  336. }
  337. if ( /#/.exec( line ) ) {
  338. var parts = line.split( '#' );
  339. // discard everything after the #, it is a comment
  340. line = parts[ 0 ];
  341. // well, let's also keep the comment
  342. comment = parts[ 1 ];
  343. }
  344. if ( matches = /([^\s]*){1}(?:\s+)?{/.exec( line ) ) {
  345. // first subpattern should match the Node name
  346. var block = { 'nodeType' : matches[ 1 ], 'string': line, 'parent': current, 'children': [], 'comment' : comment };
  347. current.children.push( block );
  348. current = block;
  349. if ( /}/.exec( line ) ) {
  350. // example: geometry Box { size 1 1 1 } # all on the same line
  351. specification = /{(.*)}/.exec( line )[ 1 ];
  352. // todo: remove once new parsing is complete?
  353. block.children.push( specification );
  354. parseProperty( current, specification );
  355. current = current.parent;
  356. }
  357. } else if ( /}/.exec( line ) ) {
  358. current = current.parent;
  359. } else if ( line !== '' ) {
  360. parseProperty( current, line );
  361. // todo: remove once new parsing is complete? we still do not parse geometry and appearance the new way
  362. current.children.push( line );
  363. }
  364. }
  365. return tree;
  366. };
  367. var parseNode = function ( data, parent ) {
  368. // console.log( data );
  369. if ( typeof data === 'string' ) {
  370. if ( /USE/.exec( data ) ) {
  371. var defineKey = /USE\s+?(\w+)/.exec( data )[ 1 ];
  372. if ( undefined == defines[ defineKey ] ) {
  373. console.warn( defineKey + ' is not defined.' );
  374. } else {
  375. if ( /appearance/.exec( data ) && defineKey ) {
  376. parent.material = defines[ defineKey ].clone();
  377. } else if ( /geometry/.exec( data ) && defineKey ) {
  378. parent.geometry = defines[ defineKey ].clone();
  379. // the solid property is not cloned with clone(), is only needed for VRML loading, so we need to transfer it
  380. if ( undefined !== defines[ defineKey ].solid && defines[ defineKey ].solid === false ) {
  381. parent.geometry.solid = false;
  382. parent.material.side = THREE.DoubleSide;
  383. }
  384. } else if ( defineKey ) {
  385. var object = defines[ defineKey ].clone();
  386. parent.add( object );
  387. }
  388. }
  389. }
  390. return;
  391. }
  392. var object = parent;
  393. if ( 'Transform' === data.nodeType || 'Group' === data.nodeType ) {
  394. object = new THREE.Object3D();
  395. if ( /DEF/.exec( data.string ) ) {
  396. object.name = /DEF\s+(\w+)/.exec( data.string )[ 1 ];
  397. defines[ object.name ] = object;
  398. }
  399. if ( undefined !== data[ 'translation' ] ) {
  400. var t = data.translation;
  401. object.position.set( t.x, t.y, t.z );
  402. }
  403. if ( undefined !== data.rotation ) {
  404. var r = data.rotation;
  405. object.quaternion.setFromAxisAngle( new THREE.Vector3( r.x, r.y, r.z ), r.w );
  406. }
  407. if ( undefined !== data.scale ) {
  408. var s = data.scale;
  409. object.scale.set( s.x, s.y, s.z );
  410. }
  411. parent.add( object );
  412. } else if ( 'Shape' === data.nodeType ) {
  413. object = new THREE.Mesh();
  414. if ( /DEF/.exec( data.string ) ) {
  415. object.name = /DEF\s+(\w+)/.exec( data.string )[ 1 ];
  416. defines[ object.name ] = object;
  417. }
  418. parent.add( object );
  419. } else if ( 'Background' === data.nodeType ) {
  420. var segments = 20;
  421. // sky (full sphere):
  422. var radius = 2e4;
  423. var skyGeometry = new THREE.SphereGeometry( radius, segments, segments );
  424. var skyMaterial = new THREE.MeshBasicMaterial( { fog: false, side: THREE.BackSide } );
  425. if ( data.skyColor.length > 1 ) {
  426. paintFaces( skyGeometry, radius, data.skyAngle, data.skyColor, true );
  427. skyMaterial.vertexColors = THREE.VertexColors
  428. } else {
  429. var color = data.skyColor[ 0 ];
  430. skyMaterial.color.setRGB( color.r, color.b, color.g );
  431. }
  432. scene.add( new THREE.Mesh( skyGeometry, skyMaterial ) );
  433. // ground (half sphere):
  434. if ( data.groundColor !== undefined ) {
  435. radius = 1.2e4;
  436. var groundGeometry = new THREE.SphereGeometry( radius, segments, segments, 0, 2 * Math.PI, 0.5 * Math.PI, 1.5 * Math.PI );
  437. var groundMaterial = new THREE.MeshBasicMaterial( { fog: false, side: THREE.BackSide, vertexColors: THREE.VertexColors } );
  438. paintFaces( groundGeometry, radius, data.groundAngle, data.groundColor, false );
  439. scene.add( new THREE.Mesh( groundGeometry, groundMaterial ) );
  440. }
  441. } else if ( /geometry/.exec( data.string ) ) {
  442. if ( 'Box' === data.nodeType ) {
  443. var s = data.size;
  444. parent.geometry = new THREE.BoxGeometry( s.x, s.y, s.z );
  445. } else if ( 'Cylinder' === data.nodeType ) {
  446. parent.geometry = new THREE.CylinderGeometry( data.radius, data.radius, data.height );
  447. } else if ( 'Cone' === data.nodeType ) {
  448. parent.geometry = new THREE.CylinderGeometry( data.topRadius, data.bottomRadius, data.height );
  449. } else if ( 'Sphere' === data.nodeType ) {
  450. parent.geometry = new THREE.SphereGeometry( data.radius );
  451. } else if ( 'IndexedFaceSet' === data.nodeType ) {
  452. var geometry = new THREE.Geometry();
  453. var indexes, uvIndexes, uvs;
  454. for ( var i = 0, j = data.children.length; i < j; i ++ ) {
  455. var child = data.children[ i ];
  456. var vec;
  457. if ( 'TextureCoordinate' === child.nodeType ) {
  458. uvs = child.points;
  459. }
  460. if ( 'Coordinate' === child.nodeType ) {
  461. if ( child.points ) {
  462. for ( var k = 0, l = child.points.length; k < l; k ++ ) {
  463. var point = child.points[ k ];
  464. vec = new THREE.Vector3( point.x, point.y, point.z );
  465. geometry.vertices.push( vec );
  466. }
  467. }
  468. if ( child.string.indexOf ( 'DEF' ) > -1 ) {
  469. var name = /DEF\s+(\w+)/.exec( child.string )[ 1 ];
  470. defines[ name ] = geometry.vertices;
  471. }
  472. if ( child.string.indexOf ( 'USE' ) > -1 ) {
  473. var defineKey = /USE\s+(\w+)/.exec( child.string )[ 1 ];
  474. geometry.vertices = defines[ defineKey ];
  475. }
  476. }
  477. }
  478. var skip = 0;
  479. // some shapes only have vertices for use in other shapes
  480. if ( data.coordIndex ) {
  481. // read this: http://math.hws.edu/eck/cs424/notes2013/16_Threejs_Advanced.html
  482. for ( var i = 0, j = data.coordIndex.length; i < j; i ++ ) {
  483. indexes = data.coordIndex[ i ]; if ( data.texCoordIndex ) uvIndexes = data.texCoordIndex[ i ];
  484. // vrml support multipoint indexed face sets (more then 3 vertices). You must calculate the composing triangles here
  485. skip = 0;
  486. // Face3 only works with triangles, but IndexedFaceSet allows shapes with more then three vertices, build them of triangles
  487. while ( indexes.length >= 3 && skip < ( indexes.length - 2 ) ) {
  488. var face = new THREE.Face3(
  489. indexes[ 0 ],
  490. indexes[ skip + (data.ccw ? 1 : 2) ],
  491. indexes[ skip + (data.ccw ? 2 : 1) ],
  492. null // normal, will be added later
  493. // todo: pass in the color, if a color index is present
  494. );
  495. if ( uvs && uvIndexes ) {
  496. geometry.faceVertexUvs [0].push( [
  497. new THREE.Vector2 (
  498. uvs[ uvIndexes[ 0 ] ].x ,
  499. uvs[ uvIndexes[ 0 ] ].y
  500. ) ,
  501. new THREE.Vector2 (
  502. uvs[ uvIndexes[ skip + (data.ccw ? 1 : 2) ] ].x ,
  503. uvs[ uvIndexes[ skip + (data.ccw ? 1 : 2) ] ].y
  504. ) ,
  505. new THREE.Vector2 (
  506. uvs[ uvIndexes[ skip + (data.ccw ? 2 : 1) ] ].x ,
  507. uvs[ uvIndexes[ skip + (data.ccw ? 2 : 1) ] ].y
  508. )
  509. ] );
  510. }
  511. skip ++;
  512. geometry.faces.push( face );
  513. }
  514. }
  515. } else {
  516. // do not add dummy mesh to the scene
  517. parent.parent.remove( parent );
  518. }
  519. if ( false === data.solid ) {
  520. parent.material.side = THREE.DoubleSide;
  521. }
  522. // we need to store it on the geometry for use with defines
  523. geometry.solid = data.solid;
  524. geometry.computeFaceNormals();
  525. //geometry.computeVertexNormals(); // does not show
  526. geometry.computeBoundingSphere();
  527. // see if it's a define
  528. if ( /DEF/.exec( data.string ) ) {
  529. geometry.name = /DEF (\w+)/.exec( data.string )[ 1 ];
  530. defines[ geometry.name ] = geometry;
  531. }
  532. parent.geometry = geometry;
  533. }
  534. return;
  535. } else if ( /appearance/.exec( data.string ) ) {
  536. for ( var i = 0; i < data.children.length; i ++ ) {
  537. var child = data.children[ i ];
  538. if ( 'Material' === child.nodeType ) {
  539. var material = new THREE.MeshPhongMaterial();
  540. if ( undefined !== child.diffuseColor ) {
  541. var d = child.diffuseColor;
  542. material.color.setRGB( d.r, d.g, d.b );
  543. }
  544. if ( undefined !== child.emissiveColor ) {
  545. var e = child.emissiveColor;
  546. material.emissive.setRGB( e.r, e.g, e.b );
  547. }
  548. if ( undefined !== child.specularColor ) {
  549. var s = child.specularColor;
  550. material.specular.setRGB( s.r, s.g, s.b );
  551. }
  552. if ( undefined !== child.transparency ) {
  553. var t = child.transparency;
  554. // transparency is opposite of opacity
  555. material.opacity = Math.abs( 1 - t );
  556. material.transparent = true;
  557. }
  558. if ( /DEF/.exec( data.string ) ) {
  559. material.name = /DEF (\w+)/.exec( data.string )[ 1 ];
  560. defines[ material.name ] = material;
  561. }
  562. parent.material = material;
  563. }
  564. if ( 'ImageTexture' === child.nodeType ) {
  565. var textureName = /"([^"]+)"/.exec(child.children[ 0 ]);
  566. if (textureName) {
  567. parent.material.name = textureName[ 1 ];
  568. parent.material.map = textureLoader.load( texturePath + textureName[ 1 ] );
  569. }
  570. }
  571. }
  572. return;
  573. }
  574. for ( var i = 0, l = data.children.length; i < l; i ++ ) {
  575. var child = data.children[ i ];
  576. parseNode( data.children[ i ], object );
  577. }
  578. };
  579. parseNode( getTree( lines ), scene );
  580. };
  581. var scene = new THREE.Scene();
  582. var lines = data.split( '\n' );
  583. // some lines do not have breaks
  584. for (var i = lines.length -1; i > -1; i--) {
  585. // split lines with {..{ or {..[ - some have both
  586. if (/{.*[{\[]/.test (lines[i])) {
  587. var parts = lines[i].split ('{').join ('{\n').split ('\n');
  588. parts.unshift(1);
  589. parts.unshift(i);
  590. lines.splice.apply(lines, parts);
  591. } else
  592. // split lines with ]..}
  593. if (/\].*}/.test (lines[i])) {
  594. var parts = lines[i].split (']').join (']\n').split ('\n');
  595. parts.unshift(1);
  596. parts.unshift(i);
  597. lines.splice.apply(lines, parts);
  598. }
  599. // split lines with }..}
  600. if (/}.*}/.test (lines[i])) {
  601. var parts = lines[i].split ('}').join ('}\n').split ('\n');
  602. parts.unshift(1);
  603. parts.unshift(i);
  604. lines.splice.apply(lines, parts);
  605. }
  606. // force the parser to create Coordinate node for empty coords
  607. // coord USE something -> coord USE something Coordinate {}
  608. if((lines[i].indexOf ('coord') > -1) && (lines[i].indexOf ('[') < 0) && (lines[i].indexOf ('{') < 0)) {
  609. lines[i] += ' Coordinate {}';
  610. }
  611. }
  612. var header = lines.shift();
  613. if ( /V1.0/.exec( header ) ) {
  614. parseV1( lines, scene );
  615. } else if ( /V2.0/.exec( header ) ) {
  616. parseV2( lines, scene );
  617. }
  618. return scene;
  619. }
  620. };