VRMLLoader.js 8.0 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. addEventListener: THREE.EventDispatcher.prototype.addEventListener,
  8. hasEventListener: THREE.EventDispatcher.prototype.hasEventListener,
  9. removeEventListener: THREE.EventDispatcher.prototype.removeEventListener,
  10. dispatchEvent: THREE.EventDispatcher.prototype.dispatchEvent,
  11. load: function ( url, callback ) {
  12. var scope = this;
  13. var request = new XMLHttpRequest();
  14. request.addEventListener( 'load', function ( event ) {
  15. var object = scope.parse( event.target.responseText );
  16. scope.dispatchEvent( { type: 'load', content: object } );
  17. if ( callback ) callback( geometry );
  18. }, false );
  19. request.addEventListener( 'progress', function ( event ) {
  20. scope.dispatchEvent( { type: 'progress', loaded: event.loaded, total: event.total } );
  21. }, false );
  22. request.addEventListener( 'error', function () {
  23. scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
  24. }, false );
  25. request.open( 'GET', url, true );
  26. request.send( null );
  27. },
  28. parse: function ( data ) {
  29. var parseV1 = function ( lines, scene ) {
  30. console.warn( 'VRML V1.0 not supported yet' );
  31. };
  32. var parseV2 = function ( lines, scene ) {
  33. var getTree = function ( lines ) {
  34. var tree = { 'string': 'Scene', children: [] };
  35. var current = tree;
  36. for ( var i = 0; i < lines.length; i ++ ) {
  37. var line = lines[ i ];
  38. if ( /^#/.exec( line ) ) {
  39. continue;
  40. } else if ( /{/.exec( line ) ) {
  41. var block = { 'string': line, 'parent': current, 'children': [] };
  42. current.children.push( block );
  43. current = block;
  44. if ( /}/.exec( line ) ) {
  45. block.children.push( /{(.*)}/.exec( line )[ 1 ] );
  46. current = current.parent;
  47. }
  48. } else if ( /}/.exec( line ) ) {
  49. current = current.parent;
  50. } else if ( line !== '' ) {
  51. current.children.push( line );
  52. }
  53. }
  54. return tree;
  55. }
  56. var defines = {};
  57. var float_pattern = /( +[\d|\.|\+|\-|e]+)/;
  58. var float3_pattern = /( +[\d|\.|\+|\-|e]+),?( +[\d|\.|\+|\-|e]+),?( +[\d|\.|\+|\-|e]+)/;
  59. var float4_pattern = /( +[\d|\.|\+|\-|e]+),?( +[\d|\.|\+|\-|e]+),?( +[\d|\.|\+|\-|e]+),?( +[\d|\.|\+|\-|e]+)/;
  60. var parseNode = function ( data, parent ) {
  61. // console.log( data );
  62. if ( typeof data === 'string' ) {
  63. if ( /USE/.exec( data ) ) {
  64. if ( /appearance/.exec( data ) ) {
  65. parent.material = defines[ /USE (\w+)/.exec( data )[ 1 ] ].clone();
  66. } else {
  67. var object = defines[ /USE (\w+)/.exec( data )[ 1 ] ].clone();
  68. parent.add( object );
  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.rotation.set(
  92. parseFloat( result[ 1 ] ),
  93. parseFloat( result[ 2 ] ),
  94. parseFloat( result[ 3 ] )
  95. ).multiplyScalar( result[ 4 ] );
  96. } else if ( /scale/.exec( child ) ) {
  97. var result = float3_pattern.exec( child );
  98. object.scale.set(
  99. parseFloat( result[ 1 ] ),
  100. parseFloat( result[ 2 ] ),
  101. parseFloat( result[ 3 ] )
  102. );
  103. }
  104. }
  105. parent.add( object );
  106. } else if ( /Shape/.exec( data.string ) ) {
  107. object = new THREE.Mesh();
  108. if ( /DEF/.exec( data.string ) ) {
  109. object.name = /DEF (\w+)/.exec( data.string )[ 1 ];
  110. defines[ object.name ] = object;
  111. }
  112. parent.add( object );
  113. } else if ( /geometry/.exec( data.string ) ) {
  114. if ( /Box/.exec( data.string ) ) {
  115. var width = 1, height = 1, depth = 1;
  116. for ( var i = 0, j = data.children.length; i < j; i ++ ) {
  117. var child = data.children[ i ];
  118. if ( /size/.exec( child ) ) {
  119. var result = float3_pattern.exec( child );
  120. width = parseFloat( result[ 1 ] );
  121. height = parseFloat( result[ 2 ] );
  122. depth = parseFloat( result[ 3 ] );
  123. }
  124. }
  125. parent.geometry = new THREE.CubeGeometry( width, height, depth );
  126. } else if ( /Cylinder/.exec( data.string ) ) {
  127. var radius = 1, height = 1;
  128. for ( var i = 0, j = data.children.length; i < j; i ++ ) {
  129. var child = data.children[ i ];
  130. if ( /radius/.exec( child ) ) {
  131. radius = parseFloat( float_pattern.exec( child )[ 1 ] );
  132. } else if ( /height/.exec( child ) ) {
  133. height = parseFloat( float_pattern.exec( child )[ 1 ] );
  134. }
  135. }
  136. parent.geometry = new THREE.CylinderGeometry( radius, radius, height );
  137. } else if ( /Cone/.exec( data.string ) ) {
  138. var topRadius = 0, bottomRadius = 1, height = 1;
  139. for ( var i = 0, j = data.children.length; i < j; i ++ ) {
  140. var child = data.children[ i ];
  141. if ( /bottomRadius/.exec( child ) ) {
  142. bottomRadius = parseFloat( float_pattern.exec( child )[ 1 ] );
  143. } else if ( /height/.exec( child ) ) {
  144. height = parseFloat( float_pattern.exec( child )[ 1 ] );
  145. }
  146. }
  147. parent.geometry = new THREE.CylinderGeometry( topRadius, bottomRadius, height );
  148. } else if ( /Sphere/.exec( data.string ) ) {
  149. var result = /radius( +[\d|\.|\+|\-|e]+)/.exec( data.children[ 0 ] );
  150. parent.geometry = new THREE.SphereGeometry( parseFloat( result[ 1 ] ) );
  151. }
  152. return;
  153. } else if ( /appearance/.exec( data.string ) ) {
  154. for ( var i = 0; i < data.children.length; i ++ ) {
  155. var child = data.children[ i ];
  156. if ( /Material/.exec( child.string ) ) {
  157. var material = new THREE.MeshPhongMaterial();
  158. for ( var j = 0; j < child.children.length; j ++ ) {
  159. var parameter = child.children[ j ];
  160. if ( /diffuseColor/.exec( parameter ) ) {
  161. var result = float3_pattern.exec( parameter );
  162. material.color.setRGB(
  163. parseFloat( result[ 1 ] ),
  164. parseFloat( result[ 2 ] ),
  165. parseFloat( result[ 3 ] )
  166. );
  167. } else if ( /emissiveColor/.exec( parameter ) ) {
  168. var result = float3_pattern.exec( parameter );
  169. material.emissive.setRGB(
  170. parseFloat( result[ 1 ] ),
  171. parseFloat( result[ 2 ] ),
  172. parseFloat( result[ 3 ] )
  173. );
  174. } else if ( /specularColor/.exec( parameter ) ) {
  175. var result = float3_pattern.exec( parameter );
  176. material.specular.setRGB(
  177. parseFloat( result[ 1 ] ),
  178. parseFloat( result[ 2 ] ),
  179. parseFloat( result[ 3 ] )
  180. );
  181. } else if ( /transparency/.exec( parameter ) ) {
  182. var result = /( +[\d|\.|\+|\-|e]+)/.exec( parameter );
  183. material.opacity = parseFloat( result[ 1 ] );
  184. material.transparent = true;
  185. }
  186. }
  187. if ( /DEF/.exec( data.string ) ) {
  188. material.name = /DEF (\w+)/.exec( data.string )[ 1 ];
  189. defines[ material.name ] = material;
  190. }
  191. parent.material = material;
  192. }
  193. }
  194. return;
  195. }
  196. for ( var i = 0, l = data.children.length; i < l; i ++ ) {
  197. var child = data.children[ i ];
  198. parseNode( data.children[ i ], object );
  199. }
  200. }
  201. parseNode( getTree( lines ), scene );
  202. };
  203. var scene = new THREE.Scene();
  204. var lines = data.split( '\n' );
  205. var header = lines.shift();
  206. if ( /V1.0/.exec( header ) ) {
  207. parseV1( lines, scene );
  208. } else if ( /V2.0/.exec( header ) ) {
  209. parseV2( lines, scene );
  210. }
  211. return scene;
  212. }
  213. };