mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-05 14:13:24 +01:00
840 lines
19 KiB
JavaScript
Executable File
840 lines
19 KiB
JavaScript
Executable File
/**
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* @author mrdoob / http://mrdoob.com/
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*/
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THREE.VRMLLoader = function () {};
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THREE.VRMLLoader.prototype = {
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constructor: THREE.VRMLLoader,
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// for IndexedFaceSet support
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isRecordingPoints: false,
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isRecordingFaces: false,
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points: [],
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indexes : [],
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// for Background support
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isRecordingAngles: false,
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isRecordingColors: false,
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angles: [],
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colors: [],
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recordingFieldname: null,
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load: function ( url, callback ) {
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var scope = this;
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var request = new XMLHttpRequest();
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request.addEventListener( 'load', function ( event ) {
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var object = scope.parse( event.target.responseText );
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scope.dispatchEvent( { type: 'load', content: object } );
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if ( callback ) callback( object );
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}, false );
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request.addEventListener( 'progress', function ( event ) {
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scope.dispatchEvent( { type: 'progress', loaded: event.loaded, total: event.total } );
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}, false );
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request.addEventListener( 'error', function () {
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scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
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}, false );
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request.open( 'GET', url, true );
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request.send( null );
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},
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parse: function ( data ) {
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var parseV1 = function ( lines, scene ) {
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console.warn( 'VRML V1.0 not supported yet' );
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};
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var parseV2 = function ( lines, scene ) {
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var defines = {};
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var float_pattern = /(\b|\-|\+)([\d\.e]+)/;
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var float3_pattern = /([\d\.\+\-e]+)\s+([\d\.\+\-e]+)\s+([\d\.\+\-e]+)/g;
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/**
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* Interpolates colors a and b following their relative distance
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* expressed by t.
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*
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* @param float a
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* @param float b
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* @param float t
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* @returns {Color}
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*/
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var interpolateColors = function(a, b, t) {
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var deltaR = a.r - b.r;
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var deltaG = a.g - b.g;
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var deltaB = a.b - b.b;
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var c = new THREE.Color();
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c.r = a.r - t * deltaR;
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c.g = a.g - t * deltaG;
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c.b = a.b - t * deltaB;
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return c;
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};
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/**
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* Vertically paints the faces interpolating between the
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* specified colors at the specified angels. This is used for the Background
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* node, but could be applied to other nodes with multiple faces as well.
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*
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* When used with the Background node, default is directionIsDown is true if
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* interpolating the skyColor down from the Zenith. When interpolationg up from
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* the Nadir i.e. interpolating the groundColor, the directionIsDown is false.
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*
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* The first angle is never specified, it is the Zenith (0 rad). Angles are specified
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* in radians. The geometry is thought a sphere, but could be anything. The color interpolation
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* is linear along the Y axis in any case.
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*
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* You must specify one more color than you have angles at the beginning of the colors array.
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* This is the color of the Zenith (the top of the shape).
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*
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* @param geometry
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* @param radius
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* @param angles
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* @param colors
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* @param boolean directionIsDown Whether to work bottom up or top down.
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*/
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var paintFaces = function (geometry, radius, angles, colors, directionIsDown) {
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var f, n, p, vertexIndex, color;
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var direction = directionIsDown ? 1 : -1;
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var faceIndices = [ 'a', 'b', 'c', 'd' ];
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var coord = [ ], aColor, bColor, t = 1, A = {}, B = {}, applyColor = false, colorIndex;
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for ( var k = 0; k < angles.length; k ++ ) {
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var vec = { };
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// push the vector at which the color changes
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vec.y = direction * ( Math.cos( angles[k] ) * radius);
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vec.x = direction * ( Math.sin( angles[k] ) * radius);
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coord.push( vec );
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}
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// painting the colors on the faces
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for ( var i = 0; i < geometry.faces.length ; i ++ ) {
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f = geometry.faces[ i ];
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n = ( f instanceof THREE.Face3 ) ? 3 : 4;
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for ( var j = 0; j < n; j ++ ) {
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vertexIndex = f[ faceIndices[ j ] ];
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p = geometry.vertices[ vertexIndex ];
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for ( var index = 0; index < colors.length; index ++ ) {
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// linear interpolation between aColor and bColor, calculate proportion
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// A is previous point (angle)
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if ( index === 0 ) {
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A.x = 0;
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A.y = directionIsDown ? radius : -1 * radius;
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} else {
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A.x = coord[ index - 1 ].x;
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A.y = coord[ index - 1 ].y;
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}
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// B is current point (angle)
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B = coord[index];
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if ( undefined !== B ) {
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// p has to be between the points A and B which we interpolate
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applyColor = directionIsDown ? p.y <= A.y && p.y > B.y : p.y >= A.y && p.y < B.y;
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if (applyColor) {
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bColor = colors[ index + 1 ];
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aColor = colors[ index ];
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// below is simple linear interpolation
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t = Math.abs( p.y - A.y ) / ( A.y - B.y );
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// to make it faster, you can only calculate this if the y coord changes, the color is the same for points with the same y
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color = interpolateColors( aColor, bColor, t );
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f.vertexColors[ j ] = color;
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}
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} else if ( undefined === f.vertexColors[ j ] ) {
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colorIndex = directionIsDown ? colors.length - 1 : 0;
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f.vertexColors[ j ] = colors[ colorIndex ];
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}
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}
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}
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}
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};
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var parseProperty = function (node, line) {
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var parts = [], part, property = {}, fieldName;
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/**
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* Expression for matching relevant information, such as a name or value, but not the separators
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* @type {RegExp}
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*/
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var regex = /[^\s,\[\]]+/g;
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var point, index, angles, colors;
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while (null != ( part = regex.exec(line) ) ) {
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parts.push(part[0]);
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}
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fieldName = parts[0];
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// trigger several recorders
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switch (fieldName) {
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case 'skyAngle':
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case 'groundAngle':
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this.recordingFieldname = fieldName;
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this.isRecordingAngles = true;
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this.angles = [];
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break;
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case 'skyColor':
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case 'groundColor':
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this.recordingFieldname = fieldName;
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this.isRecordingColors = true;
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this.colors = [];
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break;
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case 'point':
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this.recordingFieldname = fieldName;
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this.isRecordingPoints = true;
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this.points = [];
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break;
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case 'coordIndex':
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this.recordingFieldname = fieldName;
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this.isRecordingFaces = true;
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this.indexes = [];
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break;
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}
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if (this.isRecordingFaces) {
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// the parts hold the indexes as strings
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if (parts.length > 0) {
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index = [];
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for (var ind = 0; ind < parts.length; ind ++) {
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// the part should either be positive integer or -1
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if (!/(-?\d+)/.test( parts[ind]) ) {
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continue;
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}
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// end of current face
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if (parts[ind] === "-1") {
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if (index.length > 0) {
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this.indexes.push(index);
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}
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// start new one
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index = [];
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} else {
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index.push(parseInt( parts[ind]) );
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}
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}
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}
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// end
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if (/]/.exec(line)) {
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this.isRecordingFaces = false;
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node.coordIndex = this.indexes;
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}
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} else if (this.isRecordingPoints) {
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while ( null !== ( parts = float3_pattern.exec(line) ) ) {
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point = {
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x: parseFloat(parts[1]),
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y: parseFloat(parts[2]),
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z: parseFloat(parts[3])
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};
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this.points.push(point);
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}
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// end
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if ( /]/.exec(line) ) {
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this.isRecordingPoints = false;
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node.points = this.points;
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}
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} else if ( this.isRecordingAngles ) {
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// the parts hold the angles as strings
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if ( parts.length > 0 ) {
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for ( var ind = 0; ind < parts.length; ind ++ ) {
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// the part should be a float
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if ( ! float_pattern.test( parts[ind] ) ) {
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continue;
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}
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this.angles.push( parseFloat( parts[ind] ) );
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}
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}
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// end
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if ( /]/.exec(line) ) {
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this.isRecordingAngles = false;
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node[this.recordingFieldname] = this.angles;
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}
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} else if (this.isRecordingColors) {
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while ( null !== ( parts = float3_pattern.exec(line) ) ) {
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color = {
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r: parseFloat(parts[1]),
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g: parseFloat(parts[2]),
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b: parseFloat(parts[3])
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};
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this.colors.push(color);
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}
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// end
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if (/]/.exec(line)) {
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this.isRecordingColors = false;
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node[this.recordingFieldname] = this.colors;
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}
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} else if ( parts[parts.length - 1] !== 'NULL' && fieldName !== 'children') {
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switch (fieldName) {
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case 'diffuseColor':
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case 'emissiveColor':
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case 'specularColor':
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case 'color':
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if (parts.length != 4) {
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console.warn('Invalid color format detected for ' + fieldName );
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break;
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}
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property = {
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r: parseFloat(parts[1]),
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g: parseFloat(parts[2]),
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b: parseFloat(parts[3])
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}
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break;
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case 'translation':
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case 'scale':
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case 'size':
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if (parts.length != 4) {
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console.warn('Invalid vector format detected for ' + fieldName);
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break;
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}
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property = {
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x: parseFloat(parts[1]),
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y: parseFloat(parts[2]),
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z: parseFloat(parts[3])
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}
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break;
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case 'radius':
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case 'topRadius':
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case 'bottomRadius':
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case 'height':
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case 'transparency':
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case 'shininess':
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case 'ambientIntensity':
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if (parts.length != 2) {
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console.warn('Invalid single float value specification detected for ' + fieldName);
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break;
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}
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property = parseFloat(parts[1]);
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break;
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case 'rotation':
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if (parts.length != 5) {
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console.warn('Invalid quaternion format detected for ' + fieldName);
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break;
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}
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property = {
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x: parseFloat(parts[1]),
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y: parseFloat(parts[2]),
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z: parseFloat(parts[3]),
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w: parseFloat(parts[4])
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}
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break;
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case 'ccw':
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case 'solid':
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case 'colorPerVertex':
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case 'convex':
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if (parts.length != 2) {
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console.warn('Invalid format detected for ' + fieldName);
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break;
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}
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property = parts[1] === 'TRUE' ? true : false;
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break;
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}
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node[fieldName] = property;
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}
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return property;
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};
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var getTree = function ( lines ) {
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var tree = { 'string': 'Scene', children: [] };
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var current = tree;
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var matches;
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var specification;
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for ( var i = 0; i < lines.length; i ++ ) {
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var comment = '';
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var line = lines[ i ];
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// omit whitespace only lines
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if ( null !== ( result = /^\s+?$/g.exec( line ) ) ) {
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continue;
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}
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line = line.trim();
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// skip empty lines
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if (line === '') {
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continue;
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}
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if ( /#/.exec( line ) ) {
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var parts = line.split('#');
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// discard everything after the #, it is a comment
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line = parts[0];
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// well, let's also keep the comment
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comment = parts[1];
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}
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if ( matches = /([^\s]*){1}\s?{/.exec( line ) ) { // first subpattern should match the Node name
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var block = { 'nodeType' : matches[1], 'string': line, 'parent': current, 'children': [],'comment' : comment };
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current.children.push( block );
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current = block;
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if ( /}/.exec( line ) ) {
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// example: geometry Box { size 1 1 1 } # all on the same line
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specification = /{(.*)}/.exec( line )[ 1 ];
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// todo: remove once new parsing is complete?
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block.children.push( specification );
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parseProperty(current, specification);
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current = current.parent;
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}
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} else if ( /}/.exec( line ) ) {
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current = current.parent;
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} else if ( line !== '' ) {
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parseProperty(current, line);
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// todo: remove once new parsing is complete? we still do not parse geometry and appearance the new way
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current.children.push( line );
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}
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}
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return tree;
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}
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var parseNode = function ( data, parent ) {
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// console.log( data );
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if ( typeof data === 'string' ) {
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if ( /USE/.exec( data ) ) {
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var defineKey = /USE\s+?(\w+)/.exec( data )[ 1 ];
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if (undefined == defines[defineKey]) {
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console.warn(defineKey + ' is not defined.');
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} else {
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if ( /appearance/.exec( data ) && defineKey ) {
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parent.material = defines[ defineKey ].clone();
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} else if ( /geometry/.exec( data ) && defineKey ) {
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parent.geometry = defines[ defineKey ].clone();
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// the solid property is not cloned with clone(), is only needed for VRML loading, so we need to transfer it
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if (undefined !== defines[ defineKey ].solid && defines[ defineKey ].solid === false) {
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parent.geometry.solid = false;
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parent.material.side = THREE.DoubleSide;
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}
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} else if (defineKey) {
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var object = defines[ defineKey ].clone();
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parent.add( object );
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}
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}
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}
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return;
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}
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var object = parent;
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if ( 'Transform' === data.nodeType || 'Group' === data.nodeType ) {
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object = new THREE.Object3D();
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if ( /DEF/.exec( data.string ) ) {
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object.name = /DEF\s+(\w+)/.exec( data.string )[ 1 ];
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defines[ object.name ] = object;
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}
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if ( undefined !== data['translation'] ) {
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var t = data.translation;
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object.position.set(t.x, t.y, t.z);
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}
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if ( undefined !== data.rotation ) {
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var r = data.rotation;
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object.quaternion.setFromAxisAngle( new THREE.Vector3( r.x, r.y, r.z ), r.w );
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}
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if ( undefined !== data.scale ) {
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var s = data.scale;
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object.scale.set( s.x, s.y, s.z );
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}
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parent.add( object );
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} else if ( 'Shape' === data.nodeType ) {
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object = new THREE.Mesh();
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if ( /DEF/.exec( data.string ) ) {
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object.name = /DEF (\w+)/.exec( data.string )[ 1 ];
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defines[ object.name ] = object;
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}
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parent.add( object );
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} else if ( 'Background' === data.nodeType ) {
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var segments = 20;
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// sky (full sphere):
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var radius = 2e4;
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var skyGeometry = new THREE.SphereGeometry( radius, segments, segments );
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var skyMaterial = new THREE.MeshBasicMaterial( { fog: false, side: THREE.BackSide } );
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if ( data.skyColor.length > 1 ) {
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paintFaces( skyGeometry, radius, data.skyAngle, data.skyColor, true );
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skyMaterial.vertexColors = THREE.VertexColors
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} else {
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var color = data.skyColor[ 0 ];
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skyMaterial.color.setRGB( color.r, color.b, color.g );
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|
|
}
|
|
|
|
scene.add( new THREE.Mesh( skyGeometry, skyMaterial ) );
|
|
|
|
// ground (half sphere):
|
|
|
|
if ( data.groundColor !== undefined ) {
|
|
|
|
radius = 1.2e4;
|
|
|
|
var groundGeometry = new THREE.SphereGeometry( radius, segments, segments, 0, 2 * Math.PI, 0.5 * Math.PI, 1.5 * Math.PI );
|
|
var groundMaterial = new THREE.MeshBasicMaterial( { fog: false, side: THREE.BackSide, vertexColors: THREE.VertexColors } );
|
|
|
|
paintFaces( groundGeometry, radius, data.groundAngle, data.groundColor, false );
|
|
|
|
scene.add( new THREE.Mesh( groundGeometry, groundMaterial ) );
|
|
|
|
}
|
|
|
|
} else if ( /geometry/.exec( data.string ) ) {
|
|
|
|
if ( 'Box' === data.nodeType ) {
|
|
|
|
var s = data.size;
|
|
|
|
parent.geometry = new THREE.BoxGeometry( s.x, s.y, s.z );
|
|
|
|
} else if ( 'Cylinder' === data.nodeType ) {
|
|
|
|
parent.geometry = new THREE.CylinderGeometry( data.radius, data.radius, data.height );
|
|
|
|
} else if ( 'Cone' === data.nodeType ) {
|
|
|
|
parent.geometry = new THREE.CylinderGeometry( data.topRadius, data.bottomRadius, data.height );
|
|
|
|
} else if ( 'Sphere' === data.nodeType ) {
|
|
|
|
parent.geometry = new THREE.SphereGeometry( data.radius );
|
|
|
|
} else if ( 'IndexedFaceSet' === data.nodeType ) {
|
|
|
|
var geometry = new THREE.Geometry();
|
|
|
|
var indexes;
|
|
|
|
for ( var i = 0, j = data.children.length; i < j; i ++ ) {
|
|
|
|
var child = data.children[ i ];
|
|
|
|
var vec;
|
|
|
|
if ( 'Coordinate' === child.nodeType ) {
|
|
|
|
for ( var k = 0, l = child.points.length; k < l; k ++ ) {
|
|
|
|
var point = child.points[ k ];
|
|
|
|
vec = new THREE.Vector3( point.x, point.y, point.z );
|
|
|
|
geometry.vertices.push( vec );
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
var skip = 0;
|
|
|
|
// read this: http://math.hws.edu/eck/cs424/notes2013/16_Threejs_Advanced.html
|
|
for ( var i = 0, j = data.coordIndex.length; i < j; i ++ ) {
|
|
|
|
indexes = data.coordIndex[i];
|
|
|
|
// vrml support multipoint indexed face sets (more then 3 vertices). You must calculate the composing triangles here
|
|
skip = 0;
|
|
|
|
// todo: this is the time to check if the faces are ordered ccw or not (cw)
|
|
|
|
// Face3 only works with triangles, but IndexedFaceSet allows shapes with more then three vertices, build them of triangles
|
|
while ( indexes.length >= 3 && skip < ( indexes.length - 2 ) ) {
|
|
|
|
var face = new THREE.Face3(
|
|
indexes[0],
|
|
indexes[skip + 1],
|
|
indexes[skip + 2],
|
|
null // normal, will be added later
|
|
// todo: pass in the color, if a color index is present
|
|
);
|
|
|
|
skip ++;
|
|
|
|
geometry.faces.push( face );
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
if ( false === data.solid ) {
|
|
parent.material.side = THREE.DoubleSide;
|
|
}
|
|
|
|
// we need to store it on the geometry for use with defines
|
|
geometry.solid = data.solid;
|
|
|
|
geometry.computeFaceNormals();
|
|
//geometry.computeVertexNormals(); // does not show
|
|
geometry.computeBoundingSphere();
|
|
|
|
// see if it's a define
|
|
if ( /DEF/.exec( data.string ) ) {
|
|
geometry.name = /DEF (\w+)/.exec( data.string )[ 1 ];
|
|
defines[ geometry.name ] = geometry;
|
|
}
|
|
|
|
parent.geometry = geometry;
|
|
}
|
|
|
|
return;
|
|
|
|
} else if ( /appearance/.exec( data.string ) ) {
|
|
|
|
for ( var i = 0; i < data.children.length; i ++ ) {
|
|
|
|
var child = data.children[ i ];
|
|
|
|
if ( 'Material' === child.nodeType ) {
|
|
var material = new THREE.MeshPhongMaterial();
|
|
|
|
if ( undefined !== child.diffuseColor ) {
|
|
|
|
var d = child.diffuseColor;
|
|
|
|
material.color.setRGB( d.r, d.g, d.b );
|
|
|
|
}
|
|
|
|
if ( undefined !== child.emissiveColor ) {
|
|
|
|
var e = child.emissiveColor;
|
|
|
|
material.emissive.setRGB( e.r, e.g, e.b );
|
|
|
|
}
|
|
|
|
if ( undefined !== child.specularColor ) {
|
|
|
|
var s = child.specularColor;
|
|
|
|
material.specular.setRGB( s.r, s.g, s.b );
|
|
|
|
}
|
|
|
|
if ( undefined !== child.transparency ) {
|
|
|
|
var t = child.transparency;
|
|
|
|
// transparency is opposite of opacity
|
|
material.opacity = Math.abs( 1 - t );
|
|
|
|
material.transparent = true;
|
|
|
|
}
|
|
|
|
if ( /DEF/.exec( data.string ) ) {
|
|
|
|
material.name = /DEF (\w+)/.exec( data.string )[ 1 ];
|
|
|
|
defines[ material.name ] = material;
|
|
|
|
}
|
|
|
|
parent.material = material;
|
|
|
|
// material found, stop looping
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
for ( var i = 0, l = data.children.length; i < l; i ++ ) {
|
|
|
|
var child = data.children[ i ];
|
|
|
|
parseNode( data.children[ i ], object );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
parseNode( getTree( lines ), scene );
|
|
|
|
};
|
|
|
|
var scene = new THREE.Scene();
|
|
|
|
var lines = data.split( '\n' );
|
|
|
|
var header = lines.shift();
|
|
|
|
if ( /V1.0/.exec( header ) ) {
|
|
|
|
parseV1( lines, scene );
|
|
|
|
} else if ( /V2.0/.exec( header ) ) {
|
|
|
|
parseV2( lines, scene );
|
|
|
|
}
|
|
|
|
return scene;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
THREE.EventDispatcher.prototype.apply( THREE.VRMLLoader.prototype );
|
|
|