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, RGBAFormat, RGBFormat, 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]{4}))*"/ } ); 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 function VRMLToASTVisitor() { BaseVRMLVisitor.call( this ); this.validateVisitor(); } VRMLToASTVisitor.prototype = Object.assign( Object.create( BaseVRMLVisitor.prototype ), { constructor: VRMLToASTVisitor, vrml: function ( 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: function ( ctx ) { return ctx.Version[ 0 ].image; }, node: function ( 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: function ( 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: function ( ctx ) { return ( ctx.Identifier || ctx.NodeName )[ 0 ].image; }, use: function ( ctx ) { return { USE: ( ctx.Identifier || ctx.NodeName )[ 0 ].image }; }, singleFieldValue: function ( ctx ) { return processField( this, ctx ); }, multiFieldValue: function ( ctx ) { return processField( this, ctx ); }, route: function ( 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; 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 ) ); 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 useAlpha = ( num_components === 2 || num_components === 4 ); const textureType = getTextureType( num_components ); const size = ( ( useAlpha === true ) ? 4 : 3 ) * ( width * height ); const data = new Uint8Array( size ); 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 ); if ( useAlpha === true ) { const stride = k * 4; data[ stride + 0 ] = color.r; data[ stride + 1 ] = color.g; data[ stride + 2 ] = color.b; data[ stride + 3 ] = color.a; } else { const stride = k * 3; data[ stride + 0 ] = color.r; data[ stride + 1 ] = color.g; data[ stride + 2 ] = color.b; } } texture = new DataTexture( data, width, height, ( useAlpha === true ) ? RGBAFormat : RGBFormat ); 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 };