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