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- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.VRMLLoader = function ( manager ) {
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
- };
- THREE.VRMLLoader.prototype = {
- constructor: THREE.VRMLLoader,
- // for IndexedFaceSet support
- isRecordingPoints: false,
- isRecordingFaces: false,
- points: [],
- indexes : [],
- // for Background support
- isRecordingAngles: false,
- isRecordingColors: false,
- angles: [],
- colors: [],
- recordingFieldname: null,
- load: function ( url, onLoad, onProgress, onError ) {
- var scope = this;
- var loader = new THREE.XHRLoader( this.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.load( url, function ( text ) {
- onLoad( scope.parse( text ) );
- }, onProgress, onError );
- },
- setCrossOrigin: function ( value ) {
- this.crossOrigin = value;
- },
- parse: function ( data ) {
- var texturePath = this.texturePath || '';
- var textureLoader = new THREE.TextureLoader( this.manager );
- textureLoader.setCrossOrigin( this.crossOrigin );
- var parseV1 = function ( lines, scene ) {
- console.warn( 'VRML V1.0 not supported yet' );
- };
- var parseV2 = function ( lines, scene ) {
- var defines = {};
- var float_pattern = /(\b|\-|\+)([\d\.e]+)/;
- var float2_pattern = /([\d\.\+\-e]+)\s+([\d\.\+\-e]+)/g;
- var float3_pattern = /([\d\.\+\-e]+)\s+([\d\.\+\-e]+)\s+([\d\.\+\-e]+)/g;
- /**
- * Interpolates colors a and b following their relative distance
- * expressed by t.
- *
- * @param float a
- * @param float b
- * @param float t
- * @returns {Color}
- */
- var interpolateColors = function( a, b, t ) {
- var deltaR = a.r - b.r;
- var deltaG = a.g - b.g;
- var deltaB = a.b - b.b;
- var c = new THREE.Color();
- c.r = a.r - t * deltaR;
- c.g = a.g - t * deltaG;
- c.b = a.b - t * deltaB;
- return c;
- };
- /**
- * Vertically paints the faces interpolating between the
- * specified colors at the specified angels. This is used for the Background
- * node, but could be applied to other nodes with multiple faces as well.
- *
- * When used with the Background node, default is directionIsDown is true if
- * interpolating the skyColor down from the Zenith. When interpolationg up from
- * the Nadir i.e. interpolating the groundColor, the directionIsDown is false.
- *
- * The first angle is never specified, it is the Zenith (0 rad). Angles are specified
- * in radians. The geometry is thought a sphere, but could be anything. The color interpolation
- * is linear along the Y axis in any case.
- *
- * You must specify one more color than you have angles at the beginning of the colors array.
- * This is the color of the Zenith (the top of the shape).
- *
- * @param geometry
- * @param radius
- * @param angles
- * @param colors
- * @param boolean directionIsDown Whether to work bottom up or top down.
- */
- var paintFaces = function ( geometry, radius, angles, colors, directionIsDown ) {
- var f, n, p, vertexIndex, color;
- var direction = directionIsDown ? 1 : - 1;
- var faceIndices = [ 'a', 'b', 'c', 'd' ];
- var coord = [ ], aColor, bColor, t = 1, A = {}, B = {}, applyColor = false, colorIndex;
- for ( var k = 0; k < angles.length; k ++ ) {
- var vec = { };
- // push the vector at which the color changes
- vec.y = direction * ( Math.cos( angles[ k ] ) * radius );
- vec.x = direction * ( Math.sin( angles[ k ] ) * radius );
- coord.push( vec );
- }
- // painting the colors on the faces
- for ( var i = 0; i < geometry.faces.length ; i ++ ) {
- f = geometry.faces[ i ];
- n = ( f instanceof THREE.Face3 ) ? 3 : 4;
- for ( var j = 0; j < n; j ++ ) {
- vertexIndex = f[ faceIndices[ j ] ];
- p = geometry.vertices[ vertexIndex ];
- for ( var index = 0; index < colors.length; index ++ ) {
- // linear interpolation between aColor and bColor, calculate proportion
- // A is previous point (angle)
- if ( index === 0 ) {
- A.x = 0;
- A.y = directionIsDown ? radius : - 1 * radius;
- } else {
- A.x = coord[ index - 1 ].x;
- A.y = coord[ index - 1 ].y;
- }
- // B is current point (angle)
- B = coord[ index ];
- if ( undefined !== B ) {
- // p has to be between the points A and B which we interpolate
- applyColor = directionIsDown ? p.y <= A.y && p.y > B.y : p.y >= A.y && p.y < B.y;
- if ( applyColor ) {
- bColor = colors[ index + 1 ];
- aColor = colors[ index ];
- // below is simple linear interpolation
- t = Math.abs( p.y - A.y ) / ( A.y - B.y );
- // 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
- color = interpolateColors( aColor, bColor, t );
- f.vertexColors[ j ] = color;
- }
- } else if ( undefined === f.vertexColors[ j ] ) {
- colorIndex = directionIsDown ? colors.length - 1 : 0;
- f.vertexColors[ j ] = colors[ colorIndex ];
- }
- }
- }
- }
- };
- var parseProperty = function ( node, line ) {
- var parts = [], part, property = {}, fieldName;
- /**
- * Expression for matching relevant information, such as a name or value, but not the separators
- * @type {RegExp}
- */
- var regex = /[^\s,\[\]]+/g;
- var point, index, angles, colors;
- while ( null != ( part = regex.exec( line ) ) ) {
- parts.push( part[ 0 ] );
- }
- fieldName = parts[ 0 ];
- // trigger several recorders
- switch ( fieldName ) {
- case 'skyAngle':
- case 'groundAngle':
- this.recordingFieldname = fieldName;
- this.isRecordingAngles = true;
- this.angles = [];
- break;
- case 'skyColor':
- case 'groundColor':
- this.recordingFieldname = fieldName;
- this.isRecordingColors = true;
- this.colors = [];
- break;
- case 'point':
- this.recordingFieldname = fieldName;
- this.isRecordingPoints = true;
- this.points = [];
- break;
- case 'coordIndex':
- case 'texCoordIndex':
- this.recordingFieldname = fieldName;
- this.isRecordingFaces = true;
- this.indexes = [];
- }
- if ( this.isRecordingFaces ) {
- // the parts hold the indexes as strings
- if ( parts.length > 0 ) {
- index = [];
- for ( var ind = 0; ind < parts.length; ind ++ ) {
- // the part should either be positive integer or -1
- if ( ! /(-?\d+)/.test( parts[ ind ] ) ) {
- continue;
- }
- // end of current face
- if ( parts[ ind ] === "-1" ) {
- if ( index.length > 0 ) {
- this.indexes.push( index );
- }
- // start new one
- index = [];
- } else {
- index.push( parseInt( parts[ ind ] ) );
- }
- }
- }
- // end
- if ( /]/.exec( line ) ) {
- this.isRecordingFaces = false;
- node[this.recordingFieldname] = this.indexes;
- }
- } else if ( this.isRecordingPoints ) {
- if ( node.nodeType == 'Coordinate' )
- while ( null !== ( parts = float3_pattern.exec( line ) ) ) {
- point = {
- x: parseFloat( parts[ 1 ] ),
- y: parseFloat( parts[ 2 ] ),
- z: parseFloat( parts[ 3 ] )
- };
- this.points.push( point );
- }
- if ( node.nodeType == 'TextureCoordinate' )
- while ( null !== ( parts = float2_pattern.exec( line ) ) ) {
- point = {
- x: parseFloat( parts[ 1 ] ),
- y: parseFloat( parts[ 2 ] )
- };
- this.points.push( point );
- }
- // end
- if ( /]/.exec( line ) ) {
- this.isRecordingPoints = false;
- node.points = this.points;
- }
- } else if ( this.isRecordingAngles ) {
- // the parts hold the angles as strings
- if ( parts.length > 0 ) {
- for ( var ind = 0; ind < parts.length; ind ++ ) {
- // the part should be a float
- if ( ! float_pattern.test( parts[ ind ] ) ) {
- continue;
- }
- this.angles.push( parseFloat( parts[ ind ] ) );
- }
- }
- // end
- if ( /]/.exec( line ) ) {
- this.isRecordingAngles = false;
- node[ this.recordingFieldname ] = this.angles;
- }
- } else if ( this.isRecordingColors ) {
- while ( null !== ( parts = float3_pattern.exec( line ) ) ) {
- color = {
- r: parseFloat( parts[ 1 ] ),
- g: parseFloat( parts[ 2 ] ),
- b: parseFloat( parts[ 3 ] )
- };
- this.colors.push( color );
- }
- // end
- if ( /]/.exec( line ) ) {
- this.isRecordingColors = false;
- node[ this.recordingFieldname ] = this.colors;
- }
- } else if ( parts[ parts.length - 1 ] !== 'NULL' && fieldName !== 'children' ) {
- switch ( fieldName ) {
- case 'diffuseColor':
- case 'emissiveColor':
- case 'specularColor':
- case 'color':
- if ( parts.length != 4 ) {
- console.warn( 'Invalid color format detected for ' + fieldName );
- break;
- }
- property = {
- r: parseFloat( parts[ 1 ] ),
- g: parseFloat( parts[ 2 ] ),
- b: parseFloat( parts[ 3 ] )
- };
- break;
- case 'translation':
- case 'scale':
- case 'size':
- if ( parts.length != 4 ) {
- console.warn( 'Invalid vector format detected for ' + fieldName );
- break;
- }
- property = {
- x: parseFloat( parts[ 1 ] ),
- y: parseFloat( parts[ 2 ] ),
- z: parseFloat( parts[ 3 ] )
- };
- break;
- case 'radius':
- case 'topRadius':
- case 'bottomRadius':
- case 'height':
- case 'transparency':
- case 'shininess':
- case 'ambientIntensity':
- if ( parts.length != 2 ) {
- console.warn( 'Invalid single float value specification detected for ' + fieldName );
- break;
- }
- property = parseFloat( parts[ 1 ] );
- break;
- case 'rotation':
- if ( parts.length != 5 ) {
- console.warn( 'Invalid quaternion format detected for ' + fieldName );
- break;
- }
- property = {
- x: parseFloat( parts[ 1 ] ),
- y: parseFloat( parts[ 2 ] ),
- z: parseFloat( parts[ 3 ] ),
- w: parseFloat( parts[ 4 ] )
- };
- break;
- case 'ccw':
- case 'solid':
- case 'colorPerVertex':
- case 'convex':
- if ( parts.length != 2 ) {
- console.warn( 'Invalid format detected for ' + fieldName );
- break;
- }
- property = parts[ 1 ] === 'TRUE' ? true : false;
- break;
- }
- node[ fieldName ] = property;
- }
- return property;
- };
- var getTree = function ( 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 !== ( result = /^\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;
- };
- var parseNode = function ( data, parent ) {
- // console.log( data );
- if ( typeof data === 'string' ) {
- if ( /USE/.exec( data ) ) {
- var defineKey = /USE\s+?(\w+)/.exec( data )[ 1 ];
- if ( undefined == defines[ defineKey ] ) {
- console.warn( defineKey + ' is not defined.' );
- } 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 ( undefined !== defines[ defineKey ].solid && defines[ defineKey ].solid === false ) {
- parent.geometry.solid = false;
- parent.material.side = THREE.DoubleSide;
- }
- } else if ( defineKey ) {
- var object = defines[ defineKey ].clone();
- parent.add( object );
- }
- }
- }
- return;
- }
- var object = parent;
- if ( 'Transform' === data.nodeType || 'Group' === data.nodeType ) {
- object = new THREE.Object3D();
- if ( /DEF/.exec( data.string ) ) {
- object.name = /DEF\s+(\w+)/.exec( data.string )[ 1 ];
- defines[ object.name ] = object;
- }
- if ( undefined !== data[ 'translation' ] ) {
- var t = data.translation;
- object.position.set( t.x, t.y, t.z );
- }
- if ( undefined !== data.rotation ) {
- var r = data.rotation;
- object.quaternion.setFromAxisAngle( new THREE.Vector3( r.x, r.y, r.z ), r.w );
- }
- if ( undefined !== data.scale ) {
- var s = data.scale;
- object.scale.set( s.x, s.y, s.z );
- }
- parent.add( object );
- } else if ( 'Shape' === data.nodeType ) {
- object = new THREE.Mesh();
- if ( /DEF/.exec( data.string ) ) {
- object.name = /DEF\s+(\w+)/.exec( data.string )[ 1 ];
- defines[ object.name ] = object;
- }
- parent.add( object );
- } else if ( 'Background' === data.nodeType ) {
- var segments = 20;
- // sky (full sphere):
- var radius = 2e4;
- var skyGeometry = new THREE.SphereGeometry( radius, segments, segments );
- var skyMaterial = new THREE.MeshBasicMaterial( { fog: false, side: THREE.BackSide } );
- if ( data.skyColor.length > 1 ) {
- paintFaces( skyGeometry, radius, data.skyAngle, data.skyColor, true );
- skyMaterial.vertexColors = THREE.VertexColors
- } else {
- var color = data.skyColor[ 0 ];
- skyMaterial.color.setRGB( color.r, color.b, color.g );
- }
- scene.add( new THREE.Mesh( skyGeometry, skyMaterial ) );
- // ground (half sphere):
- if ( data.groundColor !== undefined ) {
- radius = 1.2e4;
- var groundGeometry = new THREE.SphereGeometry( radius, segments, segments, 0, 2 * Math.PI, 0.5 * Math.PI, 1.5 * Math.PI );
- var groundMaterial = new THREE.MeshBasicMaterial( { fog: false, side: THREE.BackSide, vertexColors: THREE.VertexColors } );
- paintFaces( groundGeometry, radius, data.groundAngle, data.groundColor, false );
- scene.add( new THREE.Mesh( groundGeometry, groundMaterial ) );
- }
- } else if ( /geometry/.exec( data.string ) ) {
- if ( 'Box' === data.nodeType ) {
- var s = data.size;
- parent.geometry = new THREE.BoxGeometry( s.x, s.y, s.z );
- } else if ( 'Cylinder' === data.nodeType ) {
- parent.geometry = new THREE.CylinderGeometry( data.radius, data.radius, data.height );
- } else if ( 'Cone' === data.nodeType ) {
- parent.geometry = new THREE.CylinderGeometry( data.topRadius, data.bottomRadius, data.height );
- } else if ( 'Sphere' === data.nodeType ) {
- parent.geometry = new THREE.SphereGeometry( data.radius );
- } else if ( 'IndexedFaceSet' === data.nodeType ) {
- var geometry = new THREE.Geometry();
- var indexes, uvIndexes, uvs;
- for ( var i = 0, j = data.children.length; i < j; i ++ ) {
- var child = data.children[ i ];
- var vec;
- if ( 'TextureCoordinate' === child.nodeType ) {
- uvs = child.points;
- }
- if ( 'Coordinate' === child.nodeType ) {
- if ( child.points ) {
- for ( var k = 0, l = child.points.length; k < l; k ++ ) {
- var point = child.points[ k ];
- vec = new THREE.Vector3( point.x, point.y, point.z );
- geometry.vertices.push( vec );
- }
- }
- if ( child.string.indexOf ( 'DEF' ) > -1 ) {
- var name = /DEF\s+(\w+)/.exec( child.string )[ 1 ];
- defines[ name ] = geometry.vertices;
- }
- if ( child.string.indexOf ( 'USE' ) > -1 ) {
- var defineKey = /USE\s+(\w+)/.exec( child.string )[ 1 ];
- geometry.vertices = defines[ defineKey ];
- }
- }
- }
- var skip = 0;
- // some shapes only have vertices for use in other shapes
- if ( data.coordIndex ) {
- // read this: http://math.hws.edu/eck/cs424/notes2013/16_Threejs_Advanced.html
- for ( var i = 0, j = data.coordIndex.length; i < j; i ++ ) {
- indexes = data.coordIndex[ i ]; if ( data.texCoordIndex ) uvIndexes = data.texCoordIndex[ i ];
- // vrml support multipoint indexed face sets (more then 3 vertices). You must calculate the composing triangles here
- skip = 0;
- // Face3 only works with triangles, but IndexedFaceSet allows shapes with more then three vertices, build them of triangles
- while ( indexes.length >= 3 && skip < ( indexes.length - 2 ) ) {
- var face = new THREE.Face3(
- indexes[ 0 ],
- indexes[ skip + (data.ccw ? 1 : 2) ],
- indexes[ skip + (data.ccw ? 2 : 1) ],
- null // normal, will be added later
- // todo: pass in the color, if a color index is present
- );
- if ( uvs && uvIndexes ) {
- geometry.faceVertexUvs [0].push( [
- new THREE.Vector2 (
- uvs[ uvIndexes[ 0 ] ].x ,
- uvs[ uvIndexes[ 0 ] ].y
- ) ,
- new THREE.Vector2 (
- uvs[ uvIndexes[ skip + (data.ccw ? 1 : 2) ] ].x ,
- uvs[ uvIndexes[ skip + (data.ccw ? 1 : 2) ] ].y
- ) ,
- new THREE.Vector2 (
- uvs[ uvIndexes[ skip + (data.ccw ? 2 : 1) ] ].x ,
- uvs[ uvIndexes[ skip + (data.ccw ? 2 : 1) ] ].y
- )
- ] );
- }
- skip ++;
- geometry.faces.push( face );
- }
- }
- } else {
- // do not add dummy mesh to the scene
- parent.parent.remove( parent );
- }
- if ( false === data.solid ) {
- parent.material.side = THREE.DoubleSide;
- }
- // we need to store it on the geometry for use with defines
- geometry.solid = data.solid;
- geometry.computeFaceNormals();
- //geometry.computeVertexNormals(); // does not show
- geometry.computeBoundingSphere();
- // see if it's a define
- if ( /DEF/.exec( data.string ) ) {
- geometry.name = /DEF (\w+)/.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 ( 'Material' === child.nodeType ) {
- var material = new THREE.MeshPhongMaterial();
- if ( undefined !== child.diffuseColor ) {
- var d = child.diffuseColor;
- material.color.setRGB( d.r, d.g, d.b );
- }
- if ( undefined !== child.emissiveColor ) {
- var e = child.emissiveColor;
- material.emissive.setRGB( e.r, e.g, e.b );
- }
- if ( undefined !== child.specularColor ) {
- var s = child.specularColor;
- material.specular.setRGB( s.r, s.g, s.b );
- }
- if ( undefined !== child.transparency ) {
- 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 (\w+)/.exec( data.string )[ 1 ];
- defines[ material.name ] = material;
- }
- parent.material = material;
- }
- if ( 'ImageTexture' === child.nodeType ) {
- var textureName = /"([^"]+)"/.exec(child.children[ 0 ]);
- if (textureName) {
- parent.material.name = textureName[ 1 ];
- parent.material.map = textureLoader.load( texturePath + textureName[ 1 ] );
- }
- }
- }
- return;
- }
- for ( var i = 0, l = data.children.length; i < l; i ++ ) {
- var child = data.children[ i ];
- parseNode( data.children[ i ], object );
- }
- };
- parseNode( getTree( lines ), scene );
- };
- var scene = new THREE.Scene();
- var lines = data.split( '\n' );
- // some lines do not have breaks
- for (var i = lines.length -1; i > -1; i--) {
- // split lines with {..{ or {..[ - some have both
- if (/{.*[{\[]/.test (lines[i])) {
- var parts = lines[i].split ('{').join ('{\n').split ('\n');
- parts.unshift(1);
- parts.unshift(i);
- lines.splice.apply(lines, parts);
- } else
- // split lines with ]..}
- if (/\].*}/.test (lines[i])) {
- var parts = lines[i].split (']').join (']\n').split ('\n');
- parts.unshift(1);
- parts.unshift(i);
- lines.splice.apply(lines, parts);
- }
- // split lines with }..}
- if (/}.*}/.test (lines[i])) {
- var parts = lines[i].split ('}').join ('}\n').split ('\n');
- parts.unshift(1);
- parts.unshift(i);
- lines.splice.apply(lines, parts);
- }
- // force the parser to create Coordinate node for empty coords
- // coord USE something -> coord USE something Coordinate {}
- if((lines[i].indexOf ('coord') > -1) && (lines[i].indexOf ('[') < 0) && (lines[i].indexOf ('{') < 0)) {
- lines[i] += ' Coordinate {}';
- }
- }
- var header = lines.shift();
- if ( /V1.0/.exec( header ) ) {
- parseV1( lines, scene );
- } else if ( /V2.0/.exec( header ) ) {
- parseV2( lines, scene );
- }
- return scene;
- }
- };
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