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- import {
- BackSide,
- BoxGeometry,
- BufferAttribute,
- BufferGeometry,
- ClampToEdgeWrapping,
- Color,
- ConeGeometry,
- CylinderGeometry,
- DataTexture,
- DoubleSide,
- FileLoader,
- Float32BufferAttribute,
- FrontSide,
- Group,
- LineBasicMaterial,
- LineSegments,
- Loader,
- LoaderUtils,
- Mesh,
- MeshBasicMaterial,
- MeshPhongMaterial,
- Object3D,
- Points,
- PointsMaterial,
- Quaternion,
- RepeatWrapping,
- Scene,
- ShapeUtils,
- SphereGeometry,
- TextureLoader,
- Vector2,
- Vector3
- } from 'three';
- import chevrotain from '../libs/chevrotain.module.min.js';
- class VRMLLoader extends Loader {
- constructor( manager ) {
- super( manager );
- // dependency check
- if ( typeof chevrotain === 'undefined' ) { // eslint-disable-line no-undef
- throw Error( 'THREE.VRMLLoader: External library chevrotain.min.js required.' );
- }
- }
- load( url, onLoad, onProgress, onError ) {
- const scope = this;
- const path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;
- const loader = new FileLoader( scope.manager );
- loader.setPath( scope.path );
- loader.setRequestHeader( scope.requestHeader );
- loader.setWithCredentials( scope.withCredentials );
- loader.load( url, function ( text ) {
- try {
- onLoad( scope.parse( text, path ) );
- } catch ( e ) {
- if ( onError ) {
- onError( e );
- } else {
- console.error( e );
- }
- scope.manager.itemError( url );
- }
- }, onProgress, onError );
- }
- parse( data, path ) {
- const nodeMap = {};
- function generateVRMLTree( data ) {
- // create lexer, parser and visitor
- const tokenData = createTokens();
- const lexer = new VRMLLexer( tokenData.tokens );
- const parser = new VRMLParser( tokenData.tokenVocabulary );
- const visitor = createVisitor( parser.getBaseCstVisitorConstructor() );
- // lexing
- const lexingResult = lexer.lex( data );
- parser.input = lexingResult.tokens;
- // parsing
- const cstOutput = parser.vrml();
- if ( parser.errors.length > 0 ) {
- console.error( parser.errors );
- throw Error( 'THREE.VRMLLoader: Parsing errors detected.' );
- }
- // actions
- const ast = visitor.visit( cstOutput );
- return ast;
- }
- function createTokens() {
- const createToken = chevrotain.createToken; // eslint-disable-line no-undef
- // from http://gun.teipir.gr/VRML-amgem/spec/part1/concepts.html#SyntaxBasics
- const RouteIdentifier = createToken( { name: 'RouteIdentifier', pattern: /[^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d][^\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]*[\.][^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d][^\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]*/ } );
- const Identifier = createToken( { name: 'Identifier', pattern: /[^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d][^\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]*/, longer_alt: RouteIdentifier } );
- // from http://gun.teipir.gr/VRML-amgem/spec/part1/nodesRef.html
- const nodeTypes = [
- 'Anchor', 'Billboard', 'Collision', 'Group', 'Transform', // grouping nodes
- 'Inline', 'LOD', 'Switch', // special groups
- 'AudioClip', 'DirectionalLight', 'PointLight', 'Script', 'Shape', 'Sound', 'SpotLight', 'WorldInfo', // common nodes
- 'CylinderSensor', 'PlaneSensor', 'ProximitySensor', 'SphereSensor', 'TimeSensor', 'TouchSensor', 'VisibilitySensor', // sensors
- 'Box', 'Cone', 'Cylinder', 'ElevationGrid', 'Extrusion', 'IndexedFaceSet', 'IndexedLineSet', 'PointSet', 'Sphere', // geometries
- 'Color', 'Coordinate', 'Normal', 'TextureCoordinate', // geometric properties
- 'Appearance', 'FontStyle', 'ImageTexture', 'Material', 'MovieTexture', 'PixelTexture', 'TextureTransform', // appearance
- 'ColorInterpolator', 'CoordinateInterpolator', 'NormalInterpolator', 'OrientationInterpolator', 'PositionInterpolator', 'ScalarInterpolator', // interpolators
- 'Background', 'Fog', 'NavigationInfo', 'Viewpoint', // bindable nodes
- 'Text' // Text must be placed at the end of the regex so there are no matches for TextureTransform and TextureCoordinate
- ];
- //
- const Version = createToken( {
- name: 'Version',
- pattern: /#VRML.*/,
- longer_alt: Identifier
- } );
- const NodeName = createToken( {
- name: 'NodeName',
- pattern: new RegExp( nodeTypes.join( '|' ) ),
- longer_alt: Identifier
- } );
- const DEF = createToken( {
- name: 'DEF',
- pattern: /DEF/,
- longer_alt: Identifier
- } );
- const USE = createToken( {
- name: 'USE',
- pattern: /USE/,
- longer_alt: Identifier
- } );
- const ROUTE = createToken( {
- name: 'ROUTE',
- pattern: /ROUTE/,
- longer_alt: Identifier
- } );
- const TO = createToken( {
- name: 'TO',
- pattern: /TO/,
- longer_alt: Identifier
- } );
- //
- const StringLiteral = createToken( { name: 'StringLiteral', pattern: /"(?:[^\\"\n\r]|\\[bfnrtv"\\/]|\\u[0-9a-fA-F][0-9a-fA-F][0-9a-fA-F][0-9a-fA-F])*"/ } );
- const HexLiteral = createToken( { name: 'HexLiteral', pattern: /0[xX][0-9a-fA-F]+/ } );
- const NumberLiteral = createToken( { name: 'NumberLiteral', pattern: /[-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?/ } );
- const TrueLiteral = createToken( { name: 'TrueLiteral', pattern: /TRUE/ } );
- const FalseLiteral = createToken( { name: 'FalseLiteral', pattern: /FALSE/ } );
- const NullLiteral = createToken( { name: 'NullLiteral', pattern: /NULL/ } );
- const LSquare = createToken( { name: 'LSquare', pattern: /\[/ } );
- const RSquare = createToken( { name: 'RSquare', pattern: /]/ } );
- const LCurly = createToken( { name: 'LCurly', pattern: /{/ } );
- const RCurly = createToken( { name: 'RCurly', pattern: /}/ } );
- const Comment = createToken( {
- name: 'Comment',
- pattern: /#.*/,
- group: chevrotain.Lexer.SKIPPED // eslint-disable-line no-undef
- } );
- // commas, blanks, tabs, newlines and carriage returns are whitespace characters wherever they appear outside of string fields
- const WhiteSpace = createToken( {
- name: 'WhiteSpace',
- pattern: /[ ,\s]/,
- group: chevrotain.Lexer.SKIPPED // eslint-disable-line no-undef
- } );
- const tokens = [
- WhiteSpace,
- // keywords appear before the Identifier
- NodeName,
- DEF,
- USE,
- ROUTE,
- TO,
- TrueLiteral,
- FalseLiteral,
- NullLiteral,
- // the Identifier must appear after the keywords because all keywords are valid identifiers
- Version,
- Identifier,
- RouteIdentifier,
- StringLiteral,
- HexLiteral,
- NumberLiteral,
- LSquare,
- RSquare,
- LCurly,
- RCurly,
- Comment
- ];
- const tokenVocabulary = {};
- for ( let i = 0, l = tokens.length; i < l; i ++ ) {
- const token = tokens[ i ];
- tokenVocabulary[ token.name ] = token;
- }
- return { tokens: tokens, tokenVocabulary: tokenVocabulary };
- }
- function createVisitor( BaseVRMLVisitor ) {
- // the visitor is created dynmaically based on the given base class
- class VRMLToASTVisitor extends BaseVRMLVisitor {
- constructor() {
- super();
- this.validateVisitor();
- }
- vrml( ctx ) {
- const data = {
- version: this.visit( ctx.version ),
- nodes: [],
- routes: []
- };
- for ( let i = 0, l = ctx.node.length; i < l; i ++ ) {
- const node = ctx.node[ i ];
- data.nodes.push( this.visit( node ) );
- }
- if ( ctx.route ) {
- for ( let i = 0, l = ctx.route.length; i < l; i ++ ) {
- const route = ctx.route[ i ];
- data.routes.push( this.visit( route ) );
- }
- }
- return data;
- }
- version( ctx ) {
- return ctx.Version[ 0 ].image;
- }
- node( ctx ) {
- const data = {
- name: ctx.NodeName[ 0 ].image,
- fields: []
- };
- if ( ctx.field ) {
- for ( let i = 0, l = ctx.field.length; i < l; i ++ ) {
- const field = ctx.field[ i ];
- data.fields.push( this.visit( field ) );
- }
- }
- // DEF
- if ( ctx.def ) {
- data.DEF = this.visit( ctx.def[ 0 ] );
- }
- return data;
- }
- field( ctx ) {
- const data = {
- name: ctx.Identifier[ 0 ].image,
- type: null,
- values: null
- };
- let result;
- // SFValue
- if ( ctx.singleFieldValue ) {
- result = this.visit( ctx.singleFieldValue[ 0 ] );
- }
- // MFValue
- if ( ctx.multiFieldValue ) {
- result = this.visit( ctx.multiFieldValue[ 0 ] );
- }
- data.type = result.type;
- data.values = result.values;
- return data;
- }
- def( ctx ) {
- return ( ctx.Identifier || ctx.NodeName )[ 0 ].image;
- }
- use( ctx ) {
- return { USE: ( ctx.Identifier || ctx.NodeName )[ 0 ].image };
- }
- singleFieldValue( ctx ) {
- return processField( this, ctx );
- }
- multiFieldValue( ctx ) {
- return processField( this, ctx );
- }
- route( ctx ) {
- const data = {
- FROM: ctx.RouteIdentifier[ 0 ].image,
- TO: ctx.RouteIdentifier[ 1 ].image
- };
- return data;
- }
- }
- function processField( scope, ctx ) {
- const field = {
- type: null,
- values: []
- };
- if ( ctx.node ) {
- field.type = 'node';
- for ( let i = 0, l = ctx.node.length; i < l; i ++ ) {
- const node = ctx.node[ i ];
- field.values.push( scope.visit( node ) );
- }
- }
- if ( ctx.use ) {
- field.type = 'use';
- for ( let i = 0, l = ctx.use.length; i < l; i ++ ) {
- const use = ctx.use[ i ];
- field.values.push( scope.visit( use ) );
- }
- }
- if ( ctx.StringLiteral ) {
- field.type = 'string';
- for ( let i = 0, l = ctx.StringLiteral.length; i < l; i ++ ) {
- const stringLiteral = ctx.StringLiteral[ i ];
- field.values.push( stringLiteral.image.replace( /'|"/g, '' ) );
- }
- }
- if ( ctx.NumberLiteral ) {
- field.type = 'number';
- for ( let i = 0, l = ctx.NumberLiteral.length; i < l; i ++ ) {
- const numberLiteral = ctx.NumberLiteral[ i ];
- field.values.push( parseFloat( numberLiteral.image ) );
- }
- }
- if ( ctx.HexLiteral ) {
- field.type = 'hex';
- for ( let i = 0, l = ctx.HexLiteral.length; i < l; i ++ ) {
- const hexLiteral = ctx.HexLiteral[ i ];
- field.values.push( hexLiteral.image );
- }
- }
- if ( ctx.TrueLiteral ) {
- field.type = 'boolean';
- for ( let i = 0, l = ctx.TrueLiteral.length; i < l; i ++ ) {
- const trueLiteral = ctx.TrueLiteral[ i ];
- if ( trueLiteral.image === 'TRUE' ) field.values.push( true );
- }
- }
- if ( ctx.FalseLiteral ) {
- field.type = 'boolean';
- for ( let i = 0, l = ctx.FalseLiteral.length; i < l; i ++ ) {
- const falseLiteral = ctx.FalseLiteral[ i ];
- if ( falseLiteral.image === 'FALSE' ) field.values.push( false );
- }
- }
- if ( ctx.NullLiteral ) {
- field.type = 'null';
- ctx.NullLiteral.forEach( function () {
- field.values.push( null );
- } );
- }
- return field;
- }
- return new VRMLToASTVisitor();
- }
- function parseTree( tree ) {
- // console.log( JSON.stringify( tree, null, 2 ) );
- const nodes = tree.nodes;
- const scene = new Scene();
- // first iteration: build nodemap based on DEF statements
- for ( let i = 0, l = nodes.length; i < l; i ++ ) {
- const node = nodes[ i ];
- buildNodeMap( node );
- }
- // second iteration: build nodes
- for ( let i = 0, l = nodes.length; i < l; i ++ ) {
- const node = nodes[ i ];
- const object = getNode( node );
- if ( object instanceof Object3D ) scene.add( object );
- if ( node.name === 'WorldInfo' ) scene.userData.worldInfo = object;
- }
- return scene;
- }
- function buildNodeMap( node ) {
- if ( node.DEF ) {
- nodeMap[ node.DEF ] = node;
- }
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- if ( field.type === 'node' ) {
- const fieldValues = field.values;
- for ( let j = 0, jl = fieldValues.length; j < jl; j ++ ) {
- buildNodeMap( fieldValues[ j ] );
- }
- }
- }
- }
- function getNode( node ) {
- // handle case where a node refers to a different one
- if ( node.USE ) {
- return resolveUSE( node.USE );
- }
- if ( node.build !== undefined ) return node.build;
- node.build = buildNode( node );
- return node.build;
- }
- // node builder
- function buildNode( node ) {
- const nodeName = node.name;
- let build;
- switch ( nodeName ) {
- case 'Group':
- case 'Transform':
- case 'Collision':
- build = buildGroupingNode( node );
- break;
- case 'Background':
- build = buildBackgroundNode( node );
- break;
- case 'Shape':
- build = buildShapeNode( node );
- break;
- case 'Appearance':
- build = buildAppearanceNode( node );
- break;
- case 'Material':
- build = buildMaterialNode( node );
- break;
- case 'ImageTexture':
- build = buildImageTextureNode( node );
- break;
- case 'PixelTexture':
- build = buildPixelTextureNode( node );
- break;
- case 'TextureTransform':
- build = buildTextureTransformNode( node );
- break;
- case 'IndexedFaceSet':
- build = buildIndexedFaceSetNode( node );
- break;
- case 'IndexedLineSet':
- build = buildIndexedLineSetNode( node );
- break;
- case 'PointSet':
- build = buildPointSetNode( node );
- break;
- case 'Box':
- build = buildBoxNode( node );
- break;
- case 'Cone':
- build = buildConeNode( node );
- break;
- case 'Cylinder':
- build = buildCylinderNode( node );
- break;
- case 'Sphere':
- build = buildSphereNode( node );
- break;
- case 'ElevationGrid':
- build = buildElevationGridNode( node );
- break;
- case 'Extrusion':
- build = buildExtrusionNode( node );
- break;
- case 'Color':
- case 'Coordinate':
- case 'Normal':
- case 'TextureCoordinate':
- build = buildGeometricNode( node );
- break;
- case 'WorldInfo':
- build = buildWorldInfoNode( node );
- break;
- case 'Anchor':
- case 'Billboard':
- case 'Inline':
- case 'LOD':
- case 'Switch':
- case 'AudioClip':
- case 'DirectionalLight':
- case 'PointLight':
- case 'Script':
- case 'Sound':
- case 'SpotLight':
- case 'CylinderSensor':
- case 'PlaneSensor':
- case 'ProximitySensor':
- case 'SphereSensor':
- case 'TimeSensor':
- case 'TouchSensor':
- case 'VisibilitySensor':
- case 'Text':
- case 'FontStyle':
- case 'MovieTexture':
- case 'ColorInterpolator':
- case 'CoordinateInterpolator':
- case 'NormalInterpolator':
- case 'OrientationInterpolator':
- case 'PositionInterpolator':
- case 'ScalarInterpolator':
- case 'Fog':
- case 'NavigationInfo':
- case 'Viewpoint':
- // node not supported yet
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown node:', nodeName );
- break;
- }
- if ( build !== undefined && node.DEF !== undefined && build.hasOwnProperty( 'name' ) === true ) {
- build.name = node.DEF;
- }
- return build;
- }
- function buildGroupingNode( node ) {
- const object = new Group();
- //
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'bboxCenter':
- // field not supported
- break;
- case 'bboxSize':
- // field not supported
- break;
- case 'center':
- // field not supported
- break;
- case 'children':
- parseFieldChildren( fieldValues, object );
- break;
- case 'collide':
- // field not supported
- break;
- case 'rotation':
- const axis = new Vector3( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
- const angle = fieldValues[ 3 ];
- object.quaternion.setFromAxisAngle( axis, angle );
- break;
- case 'scale':
- object.scale.set( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
- break;
- case 'scaleOrientation':
- // field not supported
- break;
- case 'translation':
- object.position.set( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
- break;
- case 'proxy':
- // field not supported
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- return object;
- }
- function buildBackgroundNode( node ) {
- const group = new Group();
- let groundAngle, groundColor;
- let skyAngle, skyColor;
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'groundAngle':
- groundAngle = fieldValues;
- break;
- case 'groundColor':
- groundColor = fieldValues;
- break;
- case 'backUrl':
- // field not supported
- break;
- case 'bottomUrl':
- // field not supported
- break;
- case 'frontUrl':
- // field not supported
- break;
- case 'leftUrl':
- // field not supported
- break;
- case 'rightUrl':
- // field not supported
- break;
- case 'topUrl':
- // field not supported
- break;
- case 'skyAngle':
- skyAngle = fieldValues;
- break;
- case 'skyColor':
- skyColor = fieldValues;
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- const radius = 10000;
- // sky
- if ( skyColor ) {
- const skyGeometry = new SphereGeometry( radius, 32, 16 );
- const skyMaterial = new MeshBasicMaterial( { fog: false, side: BackSide, depthWrite: false, depthTest: false } );
- if ( skyColor.length > 3 ) {
- paintFaces( skyGeometry, radius, skyAngle, toColorArray( skyColor ), true );
- skyMaterial.vertexColors = true;
- } else {
- skyMaterial.color.setRGB( skyColor[ 0 ], skyColor[ 1 ], skyColor[ 2 ] );
- }
- const sky = new Mesh( skyGeometry, skyMaterial );
- group.add( sky );
- }
- // ground
- if ( groundColor ) {
- if ( groundColor.length > 0 ) {
- const groundGeometry = new SphereGeometry( radius, 32, 16, 0, 2 * Math.PI, 0.5 * Math.PI, 1.5 * Math.PI );
- const groundMaterial = new MeshBasicMaterial( { fog: false, side: BackSide, vertexColors: true, depthWrite: false, depthTest: false } );
- paintFaces( groundGeometry, radius, groundAngle, toColorArray( groundColor ), false );
- const ground = new Mesh( groundGeometry, groundMaterial );
- group.add( ground );
- }
- }
- // render background group first
- group.renderOrder = - Infinity;
- return group;
- }
- function buildShapeNode( node ) {
- const fields = node.fields;
- // if the appearance field is NULL or unspecified, lighting is off and the unlit object color is (0, 0, 0)
- let material = new MeshBasicMaterial( { color: 0x000000 } );
- let geometry;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'appearance':
- if ( fieldValues[ 0 ] !== null ) {
- material = getNode( fieldValues[ 0 ] );
- }
- break;
- case 'geometry':
- if ( fieldValues[ 0 ] !== null ) {
- geometry = getNode( fieldValues[ 0 ] );
- }
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- // build 3D object
- let object;
- if ( geometry && geometry.attributes.position ) {
- const type = geometry._type;
- if ( type === 'points' ) { // points
- const pointsMaterial = new PointsMaterial( { color: 0xffffff } );
- if ( geometry.attributes.color !== undefined ) {
- pointsMaterial.vertexColors = true;
- } else {
- // if the color field is NULL and there is a material defined for the appearance affecting this PointSet, then use the emissiveColor of the material to draw the points
- if ( material.isMeshPhongMaterial ) {
- pointsMaterial.color.copy( material.emissive );
- }
- }
- object = new Points( geometry, pointsMaterial );
- } else if ( type === 'line' ) { // lines
- const lineMaterial = new LineBasicMaterial( { color: 0xffffff } );
- if ( geometry.attributes.color !== undefined ) {
- lineMaterial.vertexColors = true;
- } else {
- // if the color field is NULL and there is a material defined for the appearance affecting this IndexedLineSet, then use the emissiveColor of the material to draw the lines
- if ( material.isMeshPhongMaterial ) {
- lineMaterial.color.copy( material.emissive );
- }
- }
- object = new LineSegments( geometry, lineMaterial );
- } else { // consider meshes
- // check "solid" hint (it's placed in the geometry but affects the material)
- if ( geometry._solid !== undefined ) {
- material.side = ( geometry._solid ) ? FrontSide : DoubleSide;
- }
- // check for vertex colors
- if ( geometry.attributes.color !== undefined ) {
- material.vertexColors = true;
- }
- object = new Mesh( geometry, material );
- }
- } else {
- object = new Object3D();
- // if the geometry field is NULL or no vertices are defined the object is not drawn
- object.visible = false;
- }
- return object;
- }
- function buildAppearanceNode( node ) {
- let material = new MeshPhongMaterial();
- let transformData;
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'material':
- if ( fieldValues[ 0 ] !== null ) {
- const materialData = getNode( fieldValues[ 0 ] );
- if ( materialData.diffuseColor ) material.color.copy( materialData.diffuseColor );
- if ( materialData.emissiveColor ) material.emissive.copy( materialData.emissiveColor );
- if ( materialData.shininess ) material.shininess = materialData.shininess;
- if ( materialData.specularColor ) material.specular.copy( materialData.specularColor );
- if ( materialData.transparency ) material.opacity = 1 - materialData.transparency;
- if ( materialData.transparency > 0 ) material.transparent = true;
- } else {
- // if the material field is NULL or unspecified, lighting is off and the unlit object color is (0, 0, 0)
- material = new MeshBasicMaterial( { color: 0x000000 } );
- }
- break;
- case 'texture':
- const textureNode = fieldValues[ 0 ];
- if ( textureNode !== null ) {
- if ( textureNode.name === 'ImageTexture' || textureNode.name === 'PixelTexture' ) {
- material.map = getNode( textureNode );
- } else {
- // MovieTexture not supported yet
- }
- }
- break;
- case 'textureTransform':
- if ( fieldValues[ 0 ] !== null ) {
- transformData = getNode( fieldValues[ 0 ] );
- }
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- // only apply texture transform data if a texture was defined
- if ( material.map ) {
- // respect VRML lighting model
- if ( material.map.__type ) {
- switch ( material.map.__type ) {
- case TEXTURE_TYPE.INTENSITY_ALPHA:
- material.opacity = 1; // ignore transparency
- break;
- case TEXTURE_TYPE.RGB:
- material.color.set( 0xffffff ); // ignore material color
- break;
- case TEXTURE_TYPE.RGBA:
- material.color.set( 0xffffff ); // ignore material color
- material.opacity = 1; // ignore transparency
- break;
- default:
- }
- delete material.map.__type;
- }
- // apply texture transform
- if ( transformData ) {
- material.map.center.copy( transformData.center );
- material.map.rotation = transformData.rotation;
- material.map.repeat.copy( transformData.scale );
- material.map.offset.copy( transformData.translation );
- }
- }
- return material;
- }
- function buildMaterialNode( node ) {
- const materialData = {};
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'ambientIntensity':
- // field not supported
- break;
- case 'diffuseColor':
- materialData.diffuseColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
- break;
- case 'emissiveColor':
- materialData.emissiveColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
- break;
- case 'shininess':
- materialData.shininess = fieldValues[ 0 ];
- break;
- case 'specularColor':
- materialData.emissiveColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
- break;
- case 'transparency':
- materialData.transparency = fieldValues[ 0 ];
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- return materialData;
- }
- function parseHexColor( hex, textureType, color ) {
- let value;
- switch ( textureType ) {
- case TEXTURE_TYPE.INTENSITY:
- // Intensity texture: A one-component image specifies one-byte hexadecimal or integer values representing the intensity of the image
- value = parseInt( hex );
- color.r = value;
- color.g = value;
- color.b = value;
- color.a = 1;
- break;
- case TEXTURE_TYPE.INTENSITY_ALPHA:
- // Intensity+Alpha texture: A two-component image specifies the intensity in the first (high) byte and the alpha opacity in the second (low) byte.
- value = parseInt( '0x' + hex.substring( 2, 4 ) );
- color.r = value;
- color.g = value;
- color.b = value;
- color.a = parseInt( '0x' + hex.substring( 4, 6 ) );
- break;
- case TEXTURE_TYPE.RGB:
- // RGB texture: Pixels in a three-component image specify the red component in the first (high) byte, followed by the green and blue components
- color.r = parseInt( '0x' + hex.substring( 2, 4 ) );
- color.g = parseInt( '0x' + hex.substring( 4, 6 ) );
- color.b = parseInt( '0x' + hex.substring( 6, 8 ) );
- color.a = 1;
- break;
- case TEXTURE_TYPE.RGBA:
- // RGBA texture: Four-component images specify the alpha opacity byte after red/green/blue
- color.r = parseInt( '0x' + hex.substring( 2, 4 ) );
- color.g = parseInt( '0x' + hex.substring( 4, 6 ) );
- color.b = parseInt( '0x' + hex.substring( 6, 8 ) );
- color.a = parseInt( '0x' + hex.substring( 8, 10 ) );
- break;
- default:
- }
- }
- function getTextureType( num_components ) {
- let type;
- switch ( num_components ) {
- case 1:
- type = TEXTURE_TYPE.INTENSITY;
- break;
- case 2:
- type = TEXTURE_TYPE.INTENSITY_ALPHA;
- break;
- case 3:
- type = TEXTURE_TYPE.RGB;
- break;
- case 4:
- type = TEXTURE_TYPE.RGBA;
- break;
- default:
- }
- return type;
- }
- function buildPixelTextureNode( node ) {
- let texture;
- let wrapS = RepeatWrapping;
- let wrapT = RepeatWrapping;
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'image':
- const width = fieldValues[ 0 ];
- const height = fieldValues[ 1 ];
- const num_components = fieldValues[ 2 ];
- const textureType = getTextureType( num_components );
- const data = new Uint8Array( 4 * width * height );
- const color = { r: 0, g: 0, b: 0, a: 0 };
- for ( let j = 3, k = 0, jl = fieldValues.length; j < jl; j ++, k ++ ) {
- parseHexColor( fieldValues[ j ], textureType, color );
- const stride = k * 4;
- data[ stride + 0 ] = color.r;
- data[ stride + 1 ] = color.g;
- data[ stride + 2 ] = color.b;
- data[ stride + 3 ] = color.a;
- }
- texture = new DataTexture( data, width, height );
- texture.needsUpdate = true;
- texture.__type = textureType; // needed for material modifications
- break;
- case 'repeatS':
- if ( fieldValues[ 0 ] === false ) wrapS = ClampToEdgeWrapping;
- break;
- case 'repeatT':
- if ( fieldValues[ 0 ] === false ) wrapT = ClampToEdgeWrapping;
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- if ( texture ) {
- texture.wrapS = wrapS;
- texture.wrapT = wrapT;
- }
- return texture;
- }
- function buildImageTextureNode( node ) {
- let texture;
- let wrapS = RepeatWrapping;
- let wrapT = RepeatWrapping;
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'url':
- const url = fieldValues[ 0 ];
- if ( url ) texture = textureLoader.load( url );
- break;
- case 'repeatS':
- if ( fieldValues[ 0 ] === false ) wrapS = ClampToEdgeWrapping;
- break;
- case 'repeatT':
- if ( fieldValues[ 0 ] === false ) wrapT = ClampToEdgeWrapping;
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- if ( texture ) {
- texture.wrapS = wrapS;
- texture.wrapT = wrapT;
- }
- return texture;
- }
- function buildTextureTransformNode( node ) {
- const transformData = {
- center: new Vector2(),
- rotation: new Vector2(),
- scale: new Vector2(),
- translation: new Vector2()
- };
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'center':
- transformData.center.set( fieldValues[ 0 ], fieldValues[ 1 ] );
- break;
- case 'rotation':
- transformData.rotation = fieldValues[ 0 ];
- break;
- case 'scale':
- transformData.scale.set( fieldValues[ 0 ], fieldValues[ 1 ] );
- break;
- case 'translation':
- transformData.translation.set( fieldValues[ 0 ], fieldValues[ 1 ] );
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- return transformData;
- }
- function buildGeometricNode( node ) {
- return node.fields[ 0 ].values;
- }
- function buildWorldInfoNode( node ) {
- const worldInfo = {};
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'title':
- worldInfo.title = fieldValues[ 0 ];
- break;
- case 'info':
- worldInfo.info = fieldValues;
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- return worldInfo;
- }
- function buildIndexedFaceSetNode( node ) {
- let color, coord, normal, texCoord;
- let ccw = true, solid = true, creaseAngle = 0;
- let colorIndex, coordIndex, normalIndex, texCoordIndex;
- let colorPerVertex = true, normalPerVertex = true;
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'color':
- const colorNode = fieldValues[ 0 ];
- if ( colorNode !== null ) {
- color = getNode( colorNode );
- }
- break;
- case 'coord':
- const coordNode = fieldValues[ 0 ];
- if ( coordNode !== null ) {
- coord = getNode( coordNode );
- }
- break;
- case 'normal':
- const normalNode = fieldValues[ 0 ];
- if ( normalNode !== null ) {
- normal = getNode( normalNode );
- }
- break;
- case 'texCoord':
- const texCoordNode = fieldValues[ 0 ];
- if ( texCoordNode !== null ) {
- texCoord = getNode( texCoordNode );
- }
- break;
- case 'ccw':
- ccw = fieldValues[ 0 ];
- break;
- case 'colorIndex':
- colorIndex = fieldValues;
- break;
- case 'colorPerVertex':
- colorPerVertex = fieldValues[ 0 ];
- break;
- case 'convex':
- // field not supported
- break;
- case 'coordIndex':
- coordIndex = fieldValues;
- break;
- case 'creaseAngle':
- creaseAngle = fieldValues[ 0 ];
- break;
- case 'normalIndex':
- normalIndex = fieldValues;
- break;
- case 'normalPerVertex':
- normalPerVertex = fieldValues[ 0 ];
- break;
- case 'solid':
- solid = fieldValues[ 0 ];
- break;
- case 'texCoordIndex':
- texCoordIndex = fieldValues;
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- if ( coordIndex === undefined ) {
- console.warn( 'THREE.VRMLLoader: Missing coordIndex.' );
- return new BufferGeometry(); // handle VRML files with incomplete geometry definition
- }
- const triangulatedCoordIndex = triangulateFaceIndex( coordIndex, ccw );
- let colorAttribute;
- let normalAttribute;
- let uvAttribute;
- if ( color ) {
- if ( colorPerVertex === true ) {
- if ( colorIndex && colorIndex.length > 0 ) {
- // if the colorIndex field is not empty, then it is used to choose colors for each vertex of the IndexedFaceSet.
- const triangulatedColorIndex = triangulateFaceIndex( colorIndex, ccw );
- colorAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedColorIndex, color, 3 );
- } else {
- // if the colorIndex field is empty, then the coordIndex field is used to choose colors from the Color node
- colorAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( color, 3 ) );
- }
- } else {
- if ( colorIndex && colorIndex.length > 0 ) {
- // if the colorIndex field is not empty, then they are used to choose one color for each face of the IndexedFaceSet
- const flattenFaceColors = flattenData( color, colorIndex );
- const triangulatedFaceColors = triangulateFaceData( flattenFaceColors, coordIndex );
- colorAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceColors );
- } else {
- // if the colorIndex field is empty, then the color are applied to each face of the IndexedFaceSet in order
- const triangulatedFaceColors = triangulateFaceData( color, coordIndex );
- colorAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceColors );
- }
- }
- }
- if ( normal ) {
- if ( normalPerVertex === true ) {
- // consider vertex normals
- if ( normalIndex && normalIndex.length > 0 ) {
- // if the normalIndex field is not empty, then it is used to choose normals for each vertex of the IndexedFaceSet.
- const triangulatedNormalIndex = triangulateFaceIndex( normalIndex, ccw );
- normalAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedNormalIndex, normal, 3 );
- } else {
- // if the normalIndex field is empty, then the coordIndex field is used to choose normals from the Normal node
- normalAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( normal, 3 ) );
- }
- } else {
- // consider face normals
- if ( normalIndex && normalIndex.length > 0 ) {
- // if the normalIndex field is not empty, then they are used to choose one normal for each face of the IndexedFaceSet
- const flattenFaceNormals = flattenData( normal, normalIndex );
- const triangulatedFaceNormals = triangulateFaceData( flattenFaceNormals, coordIndex );
- normalAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceNormals );
- } else {
- // if the normalIndex field is empty, then the normals are applied to each face of the IndexedFaceSet in order
- const triangulatedFaceNormals = triangulateFaceData( normal, coordIndex );
- normalAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceNormals );
- }
- }
- } else {
- // if the normal field is NULL, then the loader should automatically generate normals, using creaseAngle to determine if and how normals are smoothed across shared vertices
- normalAttribute = computeNormalAttribute( triangulatedCoordIndex, coord, creaseAngle );
- }
- if ( texCoord ) {
- // texture coordinates are always defined on vertex level
- if ( texCoordIndex && texCoordIndex.length > 0 ) {
- // if the texCoordIndex field is not empty, then it is used to choose texture coordinates for each vertex of the IndexedFaceSet.
- const triangulatedTexCoordIndex = triangulateFaceIndex( texCoordIndex, ccw );
- uvAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedTexCoordIndex, texCoord, 2 );
- } else {
- // if the texCoordIndex field is empty, then the coordIndex array is used to choose texture coordinates from the TextureCoordinate node
- uvAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( texCoord, 2 ) );
- }
- }
- const geometry = new BufferGeometry();
- const positionAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( coord, 3 ) );
- geometry.setAttribute( 'position', positionAttribute );
- geometry.setAttribute( 'normal', normalAttribute );
- // optional attributes
- if ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute );
- if ( uvAttribute ) geometry.setAttribute( 'uv', uvAttribute );
- // "solid" influences the material so let's store it for later use
- geometry._solid = solid;
- geometry._type = 'mesh';
- return geometry;
- }
- function buildIndexedLineSetNode( node ) {
- let color, coord;
- let colorIndex, coordIndex;
- let colorPerVertex = true;
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'color':
- const colorNode = fieldValues[ 0 ];
- if ( colorNode !== null ) {
- color = getNode( colorNode );
- }
- break;
- case 'coord':
- const coordNode = fieldValues[ 0 ];
- if ( coordNode !== null ) {
- coord = getNode( coordNode );
- }
- break;
- case 'colorIndex':
- colorIndex = fieldValues;
- break;
- case 'colorPerVertex':
- colorPerVertex = fieldValues[ 0 ];
- break;
- case 'coordIndex':
- coordIndex = fieldValues;
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- // build lines
- let colorAttribute;
- const expandedLineIndex = expandLineIndex( coordIndex ); // create an index for three.js's linesegment primitive
- if ( color ) {
- if ( colorPerVertex === true ) {
- if ( colorIndex.length > 0 ) {
- // if the colorIndex field is not empty, then one color is used for each polyline of the IndexedLineSet.
- const expandedColorIndex = expandLineIndex( colorIndex ); // compute colors for each line segment (rendering primitve)
- colorAttribute = computeAttributeFromIndexedData( expandedLineIndex, expandedColorIndex, color, 3 ); // compute data on vertex level
- } else {
- // if the colorIndex field is empty, then the colors are applied to each polyline of the IndexedLineSet in order.
- colorAttribute = toNonIndexedAttribute( expandedLineIndex, new Float32BufferAttribute( color, 3 ) );
- }
- } else {
- if ( colorIndex.length > 0 ) {
- // if the colorIndex field is not empty, then colors are applied to each vertex of the IndexedLineSet
- const flattenLineColors = flattenData( color, colorIndex ); // compute colors for each VRML primitve
- const expandedLineColors = expandLineData( flattenLineColors, coordIndex ); // compute colors for each line segment (rendering primitve)
- colorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level
- } else {
- // if the colorIndex field is empty, then the coordIndex field is used to choose colors from the Color node
- const expandedLineColors = expandLineData( color, coordIndex ); // compute colors for each line segment (rendering primitve)
- colorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level
- }
- }
- }
- //
- const geometry = new BufferGeometry();
- const positionAttribute = toNonIndexedAttribute( expandedLineIndex, new Float32BufferAttribute( coord, 3 ) );
- geometry.setAttribute( 'position', positionAttribute );
- if ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute );
- geometry._type = 'line';
- return geometry;
- }
- function buildPointSetNode( node ) {
- let color, coord;
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'color':
- const colorNode = fieldValues[ 0 ];
- if ( colorNode !== null ) {
- color = getNode( colorNode );
- }
- break;
- case 'coord':
- const coordNode = fieldValues[ 0 ];
- if ( coordNode !== null ) {
- coord = getNode( coordNode );
- }
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- const geometry = new BufferGeometry();
- geometry.setAttribute( 'position', new Float32BufferAttribute( coord, 3 ) );
- if ( color ) geometry.setAttribute( 'color', new Float32BufferAttribute( color, 3 ) );
- geometry._type = 'points';
- return geometry;
- }
- function buildBoxNode( node ) {
- const size = new Vector3( 2, 2, 2 );
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'size':
- size.x = fieldValues[ 0 ];
- size.y = fieldValues[ 1 ];
- size.z = fieldValues[ 2 ];
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- const geometry = new BoxGeometry( size.x, size.y, size.z );
- return geometry;
- }
- function buildConeNode( node ) {
- let radius = 1, height = 2, openEnded = false;
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'bottom':
- openEnded = ! fieldValues[ 0 ];
- break;
- case 'bottomRadius':
- radius = fieldValues[ 0 ];
- break;
- case 'height':
- height = fieldValues[ 0 ];
- break;
- case 'side':
- // field not supported
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- const geometry = new ConeGeometry( radius, height, 16, 1, openEnded );
- return geometry;
- }
- function buildCylinderNode( node ) {
- let radius = 1, height = 2;
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'bottom':
- // field not supported
- break;
- case 'radius':
- radius = fieldValues[ 0 ];
- break;
- case 'height':
- height = fieldValues[ 0 ];
- break;
- case 'side':
- // field not supported
- break;
- case 'top':
- // field not supported
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- const geometry = new CylinderGeometry( radius, radius, height, 16, 1 );
- return geometry;
- }
- function buildSphereNode( node ) {
- let radius = 1;
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'radius':
- radius = fieldValues[ 0 ];
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- const geometry = new SphereGeometry( radius, 16, 16 );
- return geometry;
- }
- function buildElevationGridNode( node ) {
- let color;
- let normal;
- let texCoord;
- let height;
- let colorPerVertex = true;
- let normalPerVertex = true;
- let solid = true;
- let ccw = true;
- let creaseAngle = 0;
- let xDimension = 2;
- let zDimension = 2;
- let xSpacing = 1;
- let zSpacing = 1;
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'color':
- const colorNode = fieldValues[ 0 ];
- if ( colorNode !== null ) {
- color = getNode( colorNode );
- }
- break;
- case 'normal':
- const normalNode = fieldValues[ 0 ];
- if ( normalNode !== null ) {
- normal = getNode( normalNode );
- }
- break;
- case 'texCoord':
- const texCoordNode = fieldValues[ 0 ];
- if ( texCoordNode !== null ) {
- texCoord = getNode( texCoordNode );
- }
- break;
- case 'height':
- height = fieldValues;
- break;
- case 'ccw':
- ccw = fieldValues[ 0 ];
- break;
- case 'colorPerVertex':
- colorPerVertex = fieldValues[ 0 ];
- break;
- case 'creaseAngle':
- creaseAngle = fieldValues[ 0 ];
- break;
- case 'normalPerVertex':
- normalPerVertex = fieldValues[ 0 ];
- break;
- case 'solid':
- solid = fieldValues[ 0 ];
- break;
- case 'xDimension':
- xDimension = fieldValues[ 0 ];
- break;
- case 'xSpacing':
- xSpacing = fieldValues[ 0 ];
- break;
- case 'zDimension':
- zDimension = fieldValues[ 0 ];
- break;
- case 'zSpacing':
- zSpacing = fieldValues[ 0 ];
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- // vertex data
- const vertices = [];
- const normals = [];
- const colors = [];
- const uvs = [];
- for ( let i = 0; i < zDimension; i ++ ) {
- for ( let j = 0; j < xDimension; j ++ ) {
- // compute a row major index
- const index = ( i * xDimension ) + j;
- // vertices
- const x = xSpacing * i;
- const y = height[ index ];
- const z = zSpacing * j;
- vertices.push( x, y, z );
- // colors
- if ( color && colorPerVertex === true ) {
- const r = color[ index * 3 + 0 ];
- const g = color[ index * 3 + 1 ];
- const b = color[ index * 3 + 2 ];
- colors.push( r, g, b );
- }
- // normals
- if ( normal && normalPerVertex === true ) {
- const xn = normal[ index * 3 + 0 ];
- const yn = normal[ index * 3 + 1 ];
- const zn = normal[ index * 3 + 2 ];
- normals.push( xn, yn, zn );
- }
- // uvs
- if ( texCoord ) {
- const s = texCoord[ index * 2 + 0 ];
- const t = texCoord[ index * 2 + 1 ];
- uvs.push( s, t );
- } else {
- uvs.push( i / ( xDimension - 1 ), j / ( zDimension - 1 ) );
- }
- }
- }
- // indices
- const indices = [];
- for ( let i = 0; i < xDimension - 1; i ++ ) {
- for ( let j = 0; j < zDimension - 1; j ++ ) {
- // from https://tecfa.unige.ch/guides/vrml/vrml97/spec/part1/nodesRef.html#ElevationGrid
- const a = i + j * xDimension;
- const b = i + ( j + 1 ) * xDimension;
- const c = ( i + 1 ) + ( j + 1 ) * xDimension;
- const d = ( i + 1 ) + j * xDimension;
- // faces
- if ( ccw === true ) {
- indices.push( a, c, b );
- indices.push( c, a, d );
- } else {
- indices.push( a, b, c );
- indices.push( c, d, a );
- }
- }
- }
- //
- const positionAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( vertices, 3 ) );
- const uvAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( uvs, 2 ) );
- let colorAttribute;
- let normalAttribute;
- // color attribute
- if ( color ) {
- if ( colorPerVertex === false ) {
- for ( let i = 0; i < xDimension - 1; i ++ ) {
- for ( let j = 0; j < zDimension - 1; j ++ ) {
- const index = i + j * ( xDimension - 1 );
- const r = color[ index * 3 + 0 ];
- const g = color[ index * 3 + 1 ];
- const b = color[ index * 3 + 2 ];
- // one color per quad
- colors.push( r, g, b ); colors.push( r, g, b ); colors.push( r, g, b );
- colors.push( r, g, b ); colors.push( r, g, b ); colors.push( r, g, b );
- }
- }
- colorAttribute = new Float32BufferAttribute( colors, 3 );
- } else {
- colorAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( colors, 3 ) );
- }
- }
- // normal attribute
- if ( normal ) {
- if ( normalPerVertex === false ) {
- for ( let i = 0; i < xDimension - 1; i ++ ) {
- for ( let j = 0; j < zDimension - 1; j ++ ) {
- const index = i + j * ( xDimension - 1 );
- const xn = normal[ index * 3 + 0 ];
- const yn = normal[ index * 3 + 1 ];
- const zn = normal[ index * 3 + 2 ];
- // one normal per quad
- normals.push( xn, yn, zn ); normals.push( xn, yn, zn ); normals.push( xn, yn, zn );
- normals.push( xn, yn, zn ); normals.push( xn, yn, zn ); normals.push( xn, yn, zn );
- }
- }
- normalAttribute = new Float32BufferAttribute( normals, 3 );
- } else {
- normalAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( normals, 3 ) );
- }
- } else {
- normalAttribute = computeNormalAttribute( indices, vertices, creaseAngle );
- }
- // build geometry
- const geometry = new BufferGeometry();
- geometry.setAttribute( 'position', positionAttribute );
- geometry.setAttribute( 'normal', normalAttribute );
- geometry.setAttribute( 'uv', uvAttribute );
- if ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute );
- // "solid" influences the material so let's store it for later use
- geometry._solid = solid;
- geometry._type = 'mesh';
- return geometry;
- }
- function buildExtrusionNode( node ) {
- let crossSection = [ 1, 1, 1, - 1, - 1, - 1, - 1, 1, 1, 1 ];
- let spine = [ 0, 0, 0, 0, 1, 0 ];
- let scale;
- let orientation;
- let beginCap = true;
- let ccw = true;
- let creaseAngle = 0;
- let endCap = true;
- let solid = true;
- const fields = node.fields;
- for ( let i = 0, l = fields.length; i < l; i ++ ) {
- const field = fields[ i ];
- const fieldName = field.name;
- const fieldValues = field.values;
- switch ( fieldName ) {
- case 'beginCap':
- beginCap = fieldValues[ 0 ];
- break;
- case 'ccw':
- ccw = fieldValues[ 0 ];
- break;
- case 'convex':
- // field not supported
- break;
- case 'creaseAngle':
- creaseAngle = fieldValues[ 0 ];
- break;
- case 'crossSection':
- crossSection = fieldValues;
- break;
- case 'endCap':
- endCap = fieldValues[ 0 ];
- break;
- case 'orientation':
- orientation = fieldValues;
- break;
- case 'scale':
- scale = fieldValues;
- break;
- case 'solid':
- solid = fieldValues[ 0 ];
- break;
- case 'spine':
- spine = fieldValues; // only extrusion along the Y-axis are supported so far
- break;
- default:
- console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
- break;
- }
- }
- const crossSectionClosed = ( crossSection[ 0 ] === crossSection[ crossSection.length - 2 ] && crossSection[ 1 ] === crossSection[ crossSection.length - 1 ] );
- // vertices
- const vertices = [];
- const spineVector = new Vector3();
- const scaling = new Vector3();
- const axis = new Vector3();
- const vertex = new Vector3();
- const quaternion = new Quaternion();
- for ( let i = 0, j = 0, o = 0, il = spine.length; i < il; i += 3, j += 2, o += 4 ) {
- spineVector.fromArray( spine, i );
- scaling.x = scale ? scale[ j + 0 ] : 1;
- scaling.y = 1;
- scaling.z = scale ? scale[ j + 1 ] : 1;
- axis.x = orientation ? orientation[ o + 0 ] : 0;
- axis.y = orientation ? orientation[ o + 1 ] : 0;
- axis.z = orientation ? orientation[ o + 2 ] : 1;
- const angle = orientation ? orientation[ o + 3 ] : 0;
- for ( let k = 0, kl = crossSection.length; k < kl; k += 2 ) {
- vertex.x = crossSection[ k + 0 ];
- vertex.y = 0;
- vertex.z = crossSection[ k + 1 ];
- // scale
- vertex.multiply( scaling );
- // rotate
- quaternion.setFromAxisAngle( axis, angle );
- vertex.applyQuaternion( quaternion );
- // translate
- vertex.add( spineVector );
- vertices.push( vertex.x, vertex.y, vertex.z );
- }
- }
- // indices
- const indices = [];
- const spineCount = spine.length / 3;
- const crossSectionCount = crossSection.length / 2;
- for ( let i = 0; i < spineCount - 1; i ++ ) {
- for ( let j = 0; j < crossSectionCount - 1; j ++ ) {
- const a = j + i * crossSectionCount;
- let b = ( j + 1 ) + i * crossSectionCount;
- const c = j + ( i + 1 ) * crossSectionCount;
- let d = ( j + 1 ) + ( i + 1 ) * crossSectionCount;
- if ( ( j === crossSectionCount - 2 ) && ( crossSectionClosed === true ) ) {
- b = i * crossSectionCount;
- d = ( i + 1 ) * crossSectionCount;
- }
- if ( ccw === true ) {
- indices.push( a, b, c );
- indices.push( c, b, d );
- } else {
- indices.push( a, c, b );
- indices.push( c, d, b );
- }
- }
- }
- // triangulate cap
- if ( beginCap === true || endCap === true ) {
- const contour = [];
- for ( let i = 0, l = crossSection.length; i < l; i += 2 ) {
- contour.push( new Vector2( crossSection[ i ], crossSection[ i + 1 ] ) );
- }
- const faces = ShapeUtils.triangulateShape( contour, [] );
- const capIndices = [];
- for ( let i = 0, l = faces.length; i < l; i ++ ) {
- const face = faces[ i ];
- capIndices.push( face[ 0 ], face[ 1 ], face[ 2 ] );
- }
- // begin cap
- if ( beginCap === true ) {
- for ( let i = 0, l = capIndices.length; i < l; i += 3 ) {
- if ( ccw === true ) {
- indices.push( capIndices[ i + 0 ], capIndices[ i + 1 ], capIndices[ i + 2 ] );
- } else {
- indices.push( capIndices[ i + 0 ], capIndices[ i + 2 ], capIndices[ i + 1 ] );
- }
- }
- }
- // end cap
- if ( endCap === true ) {
- const indexOffset = crossSectionCount * ( spineCount - 1 ); // references to the first vertex of the last cross section
- for ( let i = 0, l = capIndices.length; i < l; i += 3 ) {
- if ( ccw === true ) {
- indices.push( indexOffset + capIndices[ i + 0 ], indexOffset + capIndices[ i + 2 ], indexOffset + capIndices[ i + 1 ] );
- } else {
- indices.push( indexOffset + capIndices[ i + 0 ], indexOffset + capIndices[ i + 1 ], indexOffset + capIndices[ i + 2 ] );
- }
- }
- }
- }
- const positionAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( vertices, 3 ) );
- const normalAttribute = computeNormalAttribute( indices, vertices, creaseAngle );
- const geometry = new BufferGeometry();
- geometry.setAttribute( 'position', positionAttribute );
- geometry.setAttribute( 'normal', normalAttribute );
- // no uvs yet
- // "solid" influences the material so let's store it for later use
- geometry._solid = solid;
- geometry._type = 'mesh';
- return geometry;
- }
- // helper functions
- function resolveUSE( identifier ) {
- const node = nodeMap[ identifier ];
- const build = getNode( node );
- // because the same 3D objects can have different transformations, it's necessary to clone them.
- // materials can be influenced by the geometry (e.g. vertex normals). cloning is necessary to avoid
- // any side effects
- return ( build.isObject3D || build.isMaterial ) ? build.clone() : build;
- }
- function parseFieldChildren( children, owner ) {
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- const object = getNode( children[ i ] );
- if ( object instanceof Object3D ) owner.add( object );
- }
- }
- function triangulateFaceIndex( index, ccw ) {
- const indices = [];
- // since face defintions can have more than three vertices, it's necessary to
- // perform a simple triangulation
- let start = 0;
- for ( let i = 0, l = index.length; i < l; i ++ ) {
- const i1 = index[ start ];
- const i2 = index[ i + ( ccw ? 1 : 2 ) ];
- const i3 = index[ i + ( ccw ? 2 : 1 ) ];
- indices.push( i1, i2, i3 );
- // an index of -1 indicates that the current face has ended and the next one begins
- if ( index[ i + 3 ] === - 1 || i + 3 >= l ) {
- i += 3;
- start = i + 1;
- }
- }
- return indices;
- }
- function triangulateFaceData( data, index ) {
- const triangulatedData = [];
- let start = 0;
- for ( let i = 0, l = index.length; i < l; i ++ ) {
- const stride = start * 3;
- const x = data[ stride ];
- const y = data[ stride + 1 ];
- const z = data[ stride + 2 ];
- triangulatedData.push( x, y, z );
- // an index of -1 indicates that the current face has ended and the next one begins
- if ( index[ i + 3 ] === - 1 || i + 3 >= l ) {
- i += 3;
- start ++;
- }
- }
- return triangulatedData;
- }
- function flattenData( data, index ) {
- const flattenData = [];
- for ( let i = 0, l = index.length; i < l; i ++ ) {
- const i1 = index[ i ];
- const stride = i1 * 3;
- const x = data[ stride ];
- const y = data[ stride + 1 ];
- const z = data[ stride + 2 ];
- flattenData.push( x, y, z );
- }
- return flattenData;
- }
- function expandLineIndex( index ) {
- const indices = [];
- for ( let i = 0, l = index.length; i < l; i ++ ) {
- const i1 = index[ i ];
- const i2 = index[ i + 1 ];
- indices.push( i1, i2 );
- // an index of -1 indicates that the current line has ended and the next one begins
- if ( index[ i + 2 ] === - 1 || i + 2 >= l ) {
- i += 2;
- }
- }
- return indices;
- }
- function expandLineData( data, index ) {
- const triangulatedData = [];
- let start = 0;
- for ( let i = 0, l = index.length; i < l; i ++ ) {
- const stride = start * 3;
- const x = data[ stride ];
- const y = data[ stride + 1 ];
- const z = data[ stride + 2 ];
- triangulatedData.push( x, y, z );
- // an index of -1 indicates that the current line has ended and the next one begins
- if ( index[ i + 2 ] === - 1 || i + 2 >= l ) {
- i += 2;
- start ++;
- }
- }
- return triangulatedData;
- }
- const vA = new Vector3();
- const vB = new Vector3();
- const vC = new Vector3();
- const uvA = new Vector2();
- const uvB = new Vector2();
- const uvC = new Vector2();
- function computeAttributeFromIndexedData( coordIndex, index, data, itemSize ) {
- const array = [];
- // we use the coordIndex.length as delimiter since normalIndex must contain at least as many indices
- for ( let i = 0, l = coordIndex.length; i < l; i += 3 ) {
- const a = index[ i ];
- const b = index[ i + 1 ];
- const c = index[ i + 2 ];
- if ( itemSize === 2 ) {
- uvA.fromArray( data, a * itemSize );
- uvB.fromArray( data, b * itemSize );
- uvC.fromArray( data, c * itemSize );
- array.push( uvA.x, uvA.y );
- array.push( uvB.x, uvB.y );
- array.push( uvC.x, uvC.y );
- } else {
- vA.fromArray( data, a * itemSize );
- vB.fromArray( data, b * itemSize );
- vC.fromArray( data, c * itemSize );
- array.push( vA.x, vA.y, vA.z );
- array.push( vB.x, vB.y, vB.z );
- array.push( vC.x, vC.y, vC.z );
- }
- }
- return new Float32BufferAttribute( array, itemSize );
- }
- function computeAttributeFromFaceData( index, faceData ) {
- const array = [];
- for ( let i = 0, j = 0, l = index.length; i < l; i += 3, j ++ ) {
- vA.fromArray( faceData, j * 3 );
- array.push( vA.x, vA.y, vA.z );
- array.push( vA.x, vA.y, vA.z );
- array.push( vA.x, vA.y, vA.z );
- }
- return new Float32BufferAttribute( array, 3 );
- }
- function computeAttributeFromLineData( index, lineData ) {
- const array = [];
- for ( let i = 0, j = 0, l = index.length; i < l; i += 2, j ++ ) {
- vA.fromArray( lineData, j * 3 );
- array.push( vA.x, vA.y, vA.z );
- array.push( vA.x, vA.y, vA.z );
- }
- return new Float32BufferAttribute( array, 3 );
- }
- function toNonIndexedAttribute( indices, attribute ) {
- const array = attribute.array;
- const itemSize = attribute.itemSize;
- const array2 = new array.constructor( indices.length * itemSize );
- let index = 0, index2 = 0;
- for ( let i = 0, l = indices.length; i < l; i ++ ) {
- index = indices[ i ] * itemSize;
- for ( let j = 0; j < itemSize; j ++ ) {
- array2[ index2 ++ ] = array[ index ++ ];
- }
- }
- return new Float32BufferAttribute( array2, itemSize );
- }
- const ab = new Vector3();
- const cb = new Vector3();
- function computeNormalAttribute( index, coord, creaseAngle ) {
- const faces = [];
- const vertexNormals = {};
- // prepare face and raw vertex normals
- for ( let i = 0, l = index.length; i < l; i += 3 ) {
- const a = index[ i ];
- const b = index[ i + 1 ];
- const c = index[ i + 2 ];
- const face = new Face( a, b, c );
- vA.fromArray( coord, a * 3 );
- vB.fromArray( coord, b * 3 );
- vC.fromArray( coord, c * 3 );
- cb.subVectors( vC, vB );
- ab.subVectors( vA, vB );
- cb.cross( ab );
- cb.normalize();
- face.normal.copy( cb );
- if ( vertexNormals[ a ] === undefined ) vertexNormals[ a ] = [];
- if ( vertexNormals[ b ] === undefined ) vertexNormals[ b ] = [];
- if ( vertexNormals[ c ] === undefined ) vertexNormals[ c ] = [];
- vertexNormals[ a ].push( face.normal );
- vertexNormals[ b ].push( face.normal );
- vertexNormals[ c ].push( face.normal );
- faces.push( face );
- }
- // compute vertex normals and build final geometry
- const normals = [];
- for ( let i = 0, l = faces.length; i < l; i ++ ) {
- const face = faces[ i ];
- const nA = weightedNormal( vertexNormals[ face.a ], face.normal, creaseAngle );
- const nB = weightedNormal( vertexNormals[ face.b ], face.normal, creaseAngle );
- const nC = weightedNormal( vertexNormals[ face.c ], face.normal, creaseAngle );
- vA.fromArray( coord, face.a * 3 );
- vB.fromArray( coord, face.b * 3 );
- vC.fromArray( coord, face.c * 3 );
- normals.push( nA.x, nA.y, nA.z );
- normals.push( nB.x, nB.y, nB.z );
- normals.push( nC.x, nC.y, nC.z );
- }
- return new Float32BufferAttribute( normals, 3 );
- }
- function weightedNormal( normals, vector, creaseAngle ) {
- const normal = new Vector3();
- if ( creaseAngle === 0 ) {
- normal.copy( vector );
- } else {
- for ( let i = 0, l = normals.length; i < l; i ++ ) {
- if ( normals[ i ].angleTo( vector ) < creaseAngle ) {
- normal.add( normals[ i ] );
- }
- }
- }
- return normal.normalize();
- }
- function toColorArray( colors ) {
- const array = [];
- for ( let i = 0, l = colors.length; i < l; i += 3 ) {
- array.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
- }
- return array;
- }
- /**
- * 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 {BufferGeometry} geometry
- * @param {number} radius
- * @param {array} angles
- * @param {array} colors
- * @param {boolean} topDown - Whether to work top down or bottom up.
- */
- function paintFaces( geometry, radius, angles, colors, topDown ) {
- // compute threshold values
- const thresholds = [];
- const startAngle = ( topDown === true ) ? 0 : Math.PI;
- for ( let i = 0, l = colors.length; i < l; i ++ ) {
- let angle = ( i === 0 ) ? 0 : angles[ i - 1 ];
- angle = ( topDown === true ) ? angle : ( startAngle - angle );
- const point = new Vector3();
- point.setFromSphericalCoords( radius, angle, 0 );
- thresholds.push( point );
- }
- // generate vertex colors
- const indices = geometry.index;
- const positionAttribute = geometry.attributes.position;
- const colorAttribute = new BufferAttribute( new Float32Array( geometry.attributes.position.count * 3 ), 3 );
- const position = new Vector3();
- const color = new Color();
- for ( let i = 0; i < indices.count; i ++ ) {
- const index = indices.getX( i );
- position.fromBufferAttribute( positionAttribute, index );
- let thresholdIndexA, thresholdIndexB;
- let t = 1;
- for ( let j = 1; j < thresholds.length; j ++ ) {
- thresholdIndexA = j - 1;
- thresholdIndexB = j;
- const thresholdA = thresholds[ thresholdIndexA ];
- const thresholdB = thresholds[ thresholdIndexB ];
- if ( topDown === true ) {
- // interpolation for sky color
- if ( position.y <= thresholdA.y && position.y > thresholdB.y ) {
- t = Math.abs( thresholdA.y - position.y ) / Math.abs( thresholdA.y - thresholdB.y );
- break;
- }
- } else {
- // interpolation for ground color
- if ( position.y >= thresholdA.y && position.y < thresholdB.y ) {
- t = Math.abs( thresholdA.y - position.y ) / Math.abs( thresholdA.y - thresholdB.y );
- break;
- }
- }
- }
- const colorA = colors[ thresholdIndexA ];
- const colorB = colors[ thresholdIndexB ];
- color.copy( colorA ).lerp( colorB, t );
- colorAttribute.setXYZ( index, color.r, color.g, color.b );
- }
- geometry.setAttribute( 'color', colorAttribute );
- }
- //
- const textureLoader = new TextureLoader( this.manager );
- textureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
- // check version (only 2.0 is supported)
- if ( data.indexOf( '#VRML V2.0' ) === - 1 ) {
- throw Error( 'THREE.VRMLLexer: Version of VRML asset not supported.' );
- }
- // create JSON representing the tree structure of the VRML asset
- const tree = generateVRMLTree( data );
- // parse the tree structure to a three.js scene
- const scene = parseTree( tree );
- return scene;
- }
- }
- class VRMLLexer {
- constructor( tokens ) {
- this.lexer = new chevrotain.Lexer( tokens ); // eslint-disable-line no-undef
- }
- lex( inputText ) {
- const lexingResult = this.lexer.tokenize( inputText );
- if ( lexingResult.errors.length > 0 ) {
- console.error( lexingResult.errors );
- throw Error( 'THREE.VRMLLexer: Lexing errors detected.' );
- }
- return lexingResult;
- }
- }
- const CstParser = chevrotain.CstParser;// eslint-disable-line no-undef
- class VRMLParser extends CstParser {
- constructor( tokenVocabulary ) {
- super( tokenVocabulary );
- const $ = this;
- const Version = tokenVocabulary[ 'Version' ];
- const LCurly = tokenVocabulary[ 'LCurly' ];
- const RCurly = tokenVocabulary[ 'RCurly' ];
- const LSquare = tokenVocabulary[ 'LSquare' ];
- const RSquare = tokenVocabulary[ 'RSquare' ];
- const Identifier = tokenVocabulary[ 'Identifier' ];
- const RouteIdentifier = tokenVocabulary[ 'RouteIdentifier' ];
- const StringLiteral = tokenVocabulary[ 'StringLiteral' ];
- const HexLiteral = tokenVocabulary[ 'HexLiteral' ];
- const NumberLiteral = tokenVocabulary[ 'NumberLiteral' ];
- const TrueLiteral = tokenVocabulary[ 'TrueLiteral' ];
- const FalseLiteral = tokenVocabulary[ 'FalseLiteral' ];
- const NullLiteral = tokenVocabulary[ 'NullLiteral' ];
- const DEF = tokenVocabulary[ 'DEF' ];
- const USE = tokenVocabulary[ 'USE' ];
- const ROUTE = tokenVocabulary[ 'ROUTE' ];
- const TO = tokenVocabulary[ 'TO' ];
- const NodeName = tokenVocabulary[ 'NodeName' ];
- $.RULE( 'vrml', function () {
- $.SUBRULE( $.version );
- $.AT_LEAST_ONE( function () {
- $.SUBRULE( $.node );
- } );
- $.MANY( function () {
- $.SUBRULE( $.route );
- } );
- } );
- $.RULE( 'version', function () {
- $.CONSUME( Version );
- } );
- $.RULE( 'node', function () {
- $.OPTION( function () {
- $.SUBRULE( $.def );
- } );
- $.CONSUME( NodeName );
- $.CONSUME( LCurly );
- $.MANY( function () {
- $.SUBRULE( $.field );
- } );
- $.CONSUME( RCurly );
- } );
- $.RULE( 'field', function () {
- $.CONSUME( Identifier );
- $.OR2( [
- { ALT: function () {
- $.SUBRULE( $.singleFieldValue );
- } },
- { ALT: function () {
- $.SUBRULE( $.multiFieldValue );
- } }
- ] );
- } );
- $.RULE( 'def', function () {
- $.CONSUME( DEF );
- $.OR( [
- { ALT: function () {
- $.CONSUME( Identifier );
- } },
- { ALT: function () {
- $.CONSUME( NodeName );
- } }
- ] );
- } );
- $.RULE( 'use', function () {
- $.CONSUME( USE );
- $.OR( [
- { ALT: function () {
- $.CONSUME( Identifier );
- } },
- { ALT: function () {
- $.CONSUME( NodeName );
- } }
- ] );
- } );
- $.RULE( 'singleFieldValue', function () {
- $.AT_LEAST_ONE( function () {
- $.OR( [
- { ALT: function () {
- $.SUBRULE( $.node );
- } },
- { ALT: function () {
- $.SUBRULE( $.use );
- } },
- { ALT: function () {
- $.CONSUME( StringLiteral );
- } },
- { ALT: function () {
- $.CONSUME( HexLiteral );
- } },
- { ALT: function () {
- $.CONSUME( NumberLiteral );
- } },
- { ALT: function () {
- $.CONSUME( TrueLiteral );
- } },
- { ALT: function () {
- $.CONSUME( FalseLiteral );
- } },
- { ALT: function () {
- $.CONSUME( NullLiteral );
- } }
- ] );
- } );
- } );
- $.RULE( 'multiFieldValue', function () {
- $.CONSUME( LSquare );
- $.MANY( function () {
- $.OR( [
- { ALT: function () {
- $.SUBRULE( $.node );
- } },
- { ALT: function () {
- $.SUBRULE( $.use );
- } },
- { ALT: function () {
- $.CONSUME( StringLiteral );
- } },
- { ALT: function () {
- $.CONSUME( HexLiteral );
- } },
- { ALT: function () {
- $.CONSUME( NumberLiteral );
- } },
- { ALT: function () {
- $.CONSUME( NullLiteral );
- } }
- ] );
- } );
- $.CONSUME( RSquare );
- } );
- $.RULE( 'route', function () {
- $.CONSUME( ROUTE );
- $.CONSUME( RouteIdentifier );
- $.CONSUME( TO );
- $.CONSUME2( RouteIdentifier );
- } );
- this.performSelfAnalysis();
- }
- }
- class Face {
- constructor( a, b, c ) {
- this.a = a;
- this.b = b;
- this.c = c;
- this.normal = new Vector3();
- }
- }
- const TEXTURE_TYPE = {
- INTENSITY: 1,
- INTENSITY_ALPHA: 2,
- RGB: 3,
- RGBA: 4
- };
- export { VRMLLoader };
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