Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /loaders /VRMLLoader.js
| 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, | |
| SRGBColorSpace, | |
| TextureLoader, | |
| Vector2, | |
| Vector3 | |
| } from 'three'; | |
| import chevrotain from '../libs/chevrotain.module.min.js'; | |
| class VRMLLoader extends Loader { | |
| constructor( manager ) { | |
| super( manager ); | |
| } | |
| 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; | |
| // 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 | |
| } ); | |
| // 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 | |
| } ); | |
| 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 'Anchor': | |
| 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 '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 'description': | |
| // field not supported | |
| break; | |
| case 'collide': | |
| // field not supported | |
| break; | |
| case 'parameter': | |
| // 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; | |
| case 'url': | |
| // 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 ] ); | |
| skyMaterial.color.convertSRGBToLinear(); | |
| } | |
| 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( { | |
| name: Loader.DEFAULT_MATERIAL_NAME, | |
| 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( { | |
| name: Loader.DEFAULT_MATERIAL_NAME, | |
| 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( { | |
| name: Loader.DEFAULT_MATERIAL_NAME, | |
| 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( { | |
| name: Loader.DEFAULT_MATERIAL_NAME, | |
| 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 ] ); | |
| materialData.diffuseColor.convertSRGBToLinear(); | |
| break; | |
| case 'emissiveColor': | |
| materialData.emissiveColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] ); | |
| materialData.emissiveColor.convertSRGBToLinear(); | |
| break; | |
| case 'shininess': | |
| materialData.shininess = fieldValues[ 0 ]; | |
| break; | |
| case 'specularColor': | |
| materialData.specularColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] ); | |
| materialData.specularColor.convertSRGBToLinear(); | |
| 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.colorSpace = SRGBColorSpace; | |
| 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; | |
| texture.colorSpace = SRGBColorSpace; | |
| } | |
| 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 ); | |
| } | |
| } | |
| convertColorsToLinearSRGB( colorAttribute ); | |
| } | |
| 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 | |
| } | |
| } | |
| convertColorsToLinearSRGB( colorAttribute ); | |
| } | |
| // | |
| 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 ) { | |
| const colorAttribute = new Float32BufferAttribute( color, 3 ); | |
| convertColorsToLinearSRGB( colorAttribute ); | |
| geometry.setAttribute( 'color', colorAttribute ); | |
| } | |
| 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 ) ); | |
| } | |
| convertColorsToLinearSRGB( colorAttribute ); | |
| } | |
| // 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; | |
| } | |
| function convertColorsToLinearSRGB( attribute ) { | |
| const color = new Color(); | |
| for ( let i = 0; i < attribute.count; i ++ ) { | |
| color.fromBufferAttribute( attribute, i ); | |
| color.convertSRGBToLinear(); | |
| attribute.setXYZ( i, color.r, color.g, color.b ); | |
| } | |
| } | |
| /** | |
| * 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 ).convertSRGBToLinear(); | |
| 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 ); | |
| } | |
| 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; | |
| 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 }; | |
Xet Storage Details
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- 73.2 kB
- Xet hash:
- f3082d02312fc8213ec403bc7efc50c98958ef378fd406813ddef950be25f873
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