823 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			823 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									BufferAttribute,
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									BufferGeometry,
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									ClampToEdgeWrapping,
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									FileLoader,
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									Group,
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									NoColorSpace,
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									Loader,
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									Mesh,
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									MeshPhysicalMaterial,
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									MirroredRepeatWrapping,
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									RepeatWrapping,
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									SRGBColorSpace,
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									TextureLoader,
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									Object3D,
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									Vector2
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								} from 'three';
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								import * as fflate from '../libs/fflate.module.js';
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								class USDAParser {
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									parse( text ) {
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										const data = {};
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										const lines = text.split( '\n' );
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										let string = null;
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										let target = data;
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										const stack = [ data ];
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										// debugger;
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										for ( const line of lines ) {
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											// console.log( line );
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											if ( line.includes( '=' ) ) {
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												const assignment = line.split( '=' );
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												const lhs = assignment[ 0 ].trim();
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												const rhs = assignment[ 1 ].trim();
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												if ( rhs.endsWith( '{' ) ) {
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													const group = {};
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													stack.push( group );
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													target[ lhs ] = group;
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													target = group;
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												} else {
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													target[ lhs ] = rhs;
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												}
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											} else if ( line.endsWith( '{' ) ) {
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												const group = target[ string ] || {};
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												stack.push( group );
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												target[ string ] = group;
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												target = group;
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											} else if ( line.endsWith( '}' ) ) {
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												stack.pop();
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												if ( stack.length === 0 ) continue;
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												target = stack[ stack.length - 1 ];
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											} else if ( line.endsWith( '(' ) ) {
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												const meta = {};
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												stack.push( meta );
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												string = line.split( '(' )[ 0 ].trim() || string;
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												target[ string ] = meta;
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												target = meta;
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											} else if ( line.endsWith( ')' ) ) {
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												stack.pop();
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												target = stack[ stack.length - 1 ];
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											} else {
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												string = line.trim();
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											}
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										}
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										return data;
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									}
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								}
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								class USDZLoader extends Loader {
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									constructor( manager ) {
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										super( manager );
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									}
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									load( url, onLoad, onProgress, onError ) {
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										const scope = this;
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										const loader = new FileLoader( scope.manager );
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										loader.setPath( scope.path );
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										loader.setResponseType( 'arraybuffer' );
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										loader.setRequestHeader( scope.requestHeader );
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										loader.setWithCredentials( scope.withCredentials );
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										loader.load( url, function ( text ) {
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											try {
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												onLoad( scope.parse( text ) );
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											} catch ( e ) {
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												if ( onError ) {
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													onError( e );
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												} else {
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													console.error( e );
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												}
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												scope.manager.itemError( url );
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											}
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										}, onProgress, onError );
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									}
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									parse( buffer ) {
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										const parser = new USDAParser();
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										function parseAssets( zip ) {
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											const data = {};
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											const loader = new FileLoader();
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											loader.setResponseType( 'arraybuffer' );
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											for ( const filename in zip ) {
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												if ( filename.endsWith( 'png' ) ) {
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													const blob = new Blob( [ zip[ filename ] ], { type: { type: 'image/png' } } );
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													data[ filename ] = URL.createObjectURL( blob );
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												}
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												if ( filename.endsWith( 'usd' ) || filename.endsWith( 'usda' ) ) {
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													if ( isCrateFile( zip[ filename ] ) ) {
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														console.warn( 'THREE.USDZLoader: Crate files (.usdc or binary .usd) are not supported.' );
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														continue;
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													}
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													const text = fflate.strFromU8( zip[ filename ] );
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													data[ filename ] = parser.parse( text );
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												}
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											}
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											return data;
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										}
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										function isCrateFile( buffer ) {
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											// Check if this a crate file. First 7 bytes of a crate file are "PXR-USDC".
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											const fileHeader = buffer.slice( 0, 7 );
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											const crateHeader = new Uint8Array( [ 0x50, 0x58, 0x52, 0x2D, 0x55, 0x53, 0x44, 0x43 ] );
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											// If this is not a crate file, we assume it is a plain USDA file.
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											return fileHeader.every( ( value, index ) => value === crateHeader[ index ] );
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										}
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										function findUSD( zip ) {
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											if ( zip.length < 1 ) return undefined;
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											const firstFileName = Object.keys( zip )[ 0 ];
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											let isCrate = false;
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											// As per the USD specification, the first entry in the zip archive is used as the main file ("UsdStage").
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											// ASCII files can end in either .usda or .usd.
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											// See https://openusd.org/release/spec_usdz.html#layout
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											if ( firstFileName.endsWith( 'usda' ) ) return zip[ firstFileName ];
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											if ( firstFileName.endsWith( 'usdc' ) ) {
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												isCrate = true;
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											} else if ( firstFileName.endsWith( 'usd' ) ) {
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												// If this is not a crate file, we assume it is a plain USDA file.
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												if ( ! isCrateFile( zip[ firstFileName ] ) ) {
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													return zip[ firstFileName ];
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												} else {
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													isCrate = true;
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												}
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											}
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											if ( isCrate ) {
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												console.warn( 'THREE.USDZLoader: Crate files (.usdc or binary .usd) are not supported.' );
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											}
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											return undefined;
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										}
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										const zip = fflate.unzipSync( new Uint8Array( buffer ) );
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										// console.log( zip );
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										const assets = parseAssets( zip );
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										// console.log( assets )
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										const file = findUSD( zip );
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										if ( file === undefined ) {
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											console.warn( 'THREE.USDZLoader: No usda file found.' );
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											return new Group();
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										}
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										// Parse file
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										const text = fflate.strFromU8( file );
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										const root = parser.parse( text );
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										// Build scene
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										function findMeshGeometry( data ) {
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											if ( ! data ) return undefined;
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											if ( 'prepend references' in data ) {
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												const reference = data[ 'prepend references' ];
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												const parts = reference.split( '@' );
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												const path = parts[ 1 ].replace( /^.\//, '' );
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												const id = parts[ 2 ].replace( /^<\//, '' ).replace( />$/, '' );
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												return findGeometry( assets[ path ], id );
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											}
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											return findGeometry( data );
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										}
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										function findGeometry( data, id ) {
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											if ( ! data ) return undefined;
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											if ( id !== undefined ) {
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												const def = `def Mesh "${id}"`;
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												if ( def in data ) {
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													return data[ def ];
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						||
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												}
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											}
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| 
								 | 
							
											for ( const name in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const object = data[ name ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( name.startsWith( 'def Mesh' ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Move points to Mesh
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( 'point3f[] points' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														object[ 'point3f[] points' ] = data[ 'point3f[] points' ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Move st to Mesh
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( 'texCoord2f[] primvars:st' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														object[ 'texCoord2f[] primvars:st' ] = data[ 'texCoord2f[] primvars:st' ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Move st indices to Mesh
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( 'int[] primvars:st:indices' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														object[ 'int[] primvars:st:indices' ] = data[ 'int[] primvars:st:indices' ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													return object;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( typeof object === 'object' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const geometry = findGeometry( object );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( geometry ) return geometry;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function buildGeometry( data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( ! data ) return undefined;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											let geometry = new BufferGeometry();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( 'int[] faceVertexIndices' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const indices = JSON.parse( data[ 'int[] faceVertexIndices' ] );
							 | 
						||
| 
								 | 
							
												geometry.setIndex( indices );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( 'point3f[] points' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const positions = JSON.parse( data[ 'point3f[] points' ].replace( /[()]*/g, '' ) );
							 | 
						||
| 
								 | 
							
												const attribute = new BufferAttribute( new Float32Array( positions ), 3 );
							 | 
						||
| 
								 | 
							
												geometry.setAttribute( 'position', attribute );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( 'normal3f[] normals' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const normals = JSON.parse( data[ 'normal3f[] normals' ].replace( /[()]*/g, '' ) );
							 | 
						||
| 
								 | 
							
												const attribute = new BufferAttribute( new Float32Array( normals ), 3 );
							 | 
						||
| 
								 | 
							
												geometry.setAttribute( 'normal', attribute );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												geometry.computeVertexNormals();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( 'float2[] primvars:st' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												data[ 'texCoord2f[] primvars:st' ] = data[ 'float2[] primvars:st' ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( 'texCoord2f[] primvars:st' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const uvs = JSON.parse( data[ 'texCoord2f[] primvars:st' ].replace( /[()]*/g, '' ) );
							 | 
						||
| 
								 | 
							
												const attribute = new BufferAttribute( new Float32Array( uvs ), 2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( 'int[] primvars:st:indices' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													geometry = geometry.toNonIndexed();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const indices = JSON.parse( data[ 'int[] primvars:st:indices' ] );
							 | 
						||
| 
								 | 
							
													geometry.setAttribute( 'uv', toFlatBufferAttribute( attribute, indices ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													geometry.setAttribute( 'uv', attribute );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return geometry;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function toFlatBufferAttribute( attribute, indices ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											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 BufferAttribute( array2, itemSize );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function findMeshMaterial( data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( ! data ) return undefined;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( 'rel material:binding' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const reference = data[ 'rel material:binding' ];
							 | 
						||
| 
								 | 
							
												const id = reference.replace( /^<\//, '' ).replace( />$/, '' );
							 | 
						||
| 
								 | 
							
												const parts = id.split( '/' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												return findMaterial( root, ` "${ parts[ 1 ] }"` );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return findMaterial( data );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function findMaterial( data, id = '' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( const name in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const object = data[ name ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( name.startsWith( 'def Material' + id ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													return object;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( typeof object === 'object' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const material = findMaterial( object, id );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( material ) return material;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function setTextureParams( map, data_value ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// rotation, scale and translation
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( data_value[ 'float inputs:rotation' ] ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												map.rotation = parseFloat( data_value[ 'float inputs:rotation' ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( data_value[ 'float2 inputs:scale' ] ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												map.repeat = new Vector2().fromArray( JSON.parse( '[' + data_value[ 'float2 inputs:scale' ].replace( /[()]*/g, '' ) + ']' ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( data_value[ 'float2 inputs:translation' ] ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												map.offset = new Vector2().fromArray( JSON.parse( '[' + data_value[ 'float2 inputs:translation' ].replace( /[()]*/g, '' ) + ']' ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function buildMaterial( data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const material = new MeshPhysicalMaterial();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( data !== undefined ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( 'def Shader "PreviewSurface"' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const surface = data[ 'def Shader "PreviewSurface"' ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( 'color3f inputs:diffuseColor.connect' in surface ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const path = surface[ 'color3f inputs:diffuseColor.connect' ];
							 | 
						||
| 
								 | 
							
														const sampler = findTexture( root, /(\w+).output/.exec( path )[ 1 ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														material.map = buildTexture( sampler );
							 | 
						||
| 
								 | 
							
														material.map.colorSpace = SRGBColorSpace;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( 'def Shader "Transform2d_diffuse"' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															setTextureParams( material.map, data[ 'def Shader "Transform2d_diffuse"' ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else if ( 'color3f inputs:diffuseColor' in surface ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const color = surface[ 'color3f inputs:diffuseColor' ].replace( /[()]*/g, '' );
							 | 
						||
| 
								 | 
							
														material.color.fromArray( JSON.parse( '[' + color + ']' ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( 'color3f inputs:emissiveColor.connect' in surface ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const path = surface[ 'color3f inputs:emissiveColor.connect' ];
							 | 
						||
| 
								 | 
							
														const sampler = findTexture( root, /(\w+).output/.exec( path )[ 1 ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														material.emissiveMap = buildTexture( sampler );
							 | 
						||
| 
								 | 
							
														material.emissiveMap.colorSpace = SRGBColorSpace;
							 | 
						||
| 
								 | 
							
														material.emissive.set( 0xffffff );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( 'def Shader "Transform2d_emissive"' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															setTextureParams( material.emissiveMap, data[ 'def Shader "Transform2d_emissive"' ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else if ( 'color3f inputs:emissiveColor' in surface ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const color = surface[ 'color3f inputs:emissiveColor' ].replace( /[()]*/g, '' );
							 | 
						||
| 
								 | 
							
														material.emissive.fromArray( JSON.parse( '[' + color + ']' ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( 'normal3f inputs:normal.connect' in surface ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const path = surface[ 'normal3f inputs:normal.connect' ];
							 | 
						||
| 
								 | 
							
														const sampler = findTexture( root, /(\w+).output/.exec( path )[ 1 ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														material.normalMap = buildTexture( sampler );
							 | 
						||
| 
								 | 
							
														material.normalMap.colorSpace = NoColorSpace;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( 'def Shader "Transform2d_normal"' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															setTextureParams( material.normalMap, data[ 'def Shader "Transform2d_normal"' ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( 'float inputs:roughness.connect' in surface ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const path = surface[ 'float inputs:roughness.connect' ];
							 | 
						||
| 
								 | 
							
														const sampler = findTexture( root, /(\w+).output/.exec( path )[ 1 ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														material.roughness = 1.0;
							 | 
						||
| 
								 | 
							
														material.roughnessMap = buildTexture( sampler );
							 | 
						||
| 
								 | 
							
														material.roughnessMap.colorSpace = NoColorSpace;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( 'def Shader "Transform2d_roughness"' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															setTextureParams( material.roughnessMap, data[ 'def Shader "Transform2d_roughness"' ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else if ( 'float inputs:roughness' in surface ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														material.roughness = parseFloat( surface[ 'float inputs:roughness' ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( 'float inputs:metallic.connect' in surface ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const path = surface[ 'float inputs:metallic.connect' ];
							 | 
						||
| 
								 | 
							
														const sampler = findTexture( root, /(\w+).output/.exec( path )[ 1 ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														material.metalness = 1.0;
							 | 
						||
| 
								 | 
							
														material.metalnessMap = buildTexture( sampler );
							 | 
						||
| 
								 | 
							
														material.metalnessMap.colorSpace = NoColorSpace;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( 'def Shader "Transform2d_metallic"' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															setTextureParams( material.metalnessMap, data[ 'def Shader "Transform2d_metallic"' ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else if ( 'float inputs:metallic' in surface ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														material.metalness = parseFloat( surface[ 'float inputs:metallic' ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( 'float inputs:clearcoat.connect' in surface ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const path = surface[ 'float inputs:clearcoat.connect' ];
							 | 
						||
| 
								 | 
							
														const sampler = findTexture( root, /(\w+).output/.exec( path )[ 1 ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														material.clearcoat = 1.0;
							 | 
						||
| 
								 | 
							
														material.clearcoatMap = buildTexture( sampler );
							 | 
						||
| 
								 | 
							
														material.clearcoatMap.colorSpace = NoColorSpace;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( 'def Shader "Transform2d_clearcoat"' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															setTextureParams( material.clearcoatMap, data[ 'def Shader "Transform2d_clearcoat"' ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else if ( 'float inputs:clearcoat' in surface ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														material.clearcoat = parseFloat( surface[ 'float inputs:clearcoat' ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( 'float inputs:clearcoatRoughness.connect' in surface ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const path = surface[ 'float inputs:clearcoatRoughness.connect' ];
							 | 
						||
| 
								 | 
							
														const sampler = findTexture( root, /(\w+).output/.exec( path )[ 1 ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														material.clearcoatRoughness = 1.0;
							 | 
						||
| 
								 | 
							
														material.clearcoatRoughnessMap = buildTexture( sampler );
							 | 
						||
| 
								 | 
							
														material.clearcoatRoughnessMap.colorSpace = NoColorSpace;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( 'def Shader "Transform2d_clearcoatRoughness"' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															setTextureParams( material.clearcoatRoughnessMap, data[ 'def Shader "Transform2d_clearcoatRoughness"' ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else if ( 'float inputs:clearcoatRoughness' in surface ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														material.clearcoatRoughness = parseFloat( surface[ 'float inputs:clearcoatRoughness' ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( 'float inputs:ior' in surface ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														material.ior = parseFloat( surface[ 'float inputs:ior' ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( 'float inputs:occlusion.connect' in surface ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const path = surface[ 'float inputs:occlusion.connect' ];
							 | 
						||
| 
								 | 
							
														const sampler = findTexture( root, /(\w+).output/.exec( path )[ 1 ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														material.aoMap = buildTexture( sampler );
							 | 
						||
| 
								 | 
							
														material.aoMap.colorSpace = NoColorSpace;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( 'def Shader "Transform2d_occlusion"' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															setTextureParams( material.aoMap, data[ 'def Shader "Transform2d_occlusion"' ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( 'def Shader "diffuseColor_texture"' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const sampler = data[ 'def Shader "diffuseColor_texture"' ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													material.map = buildTexture( sampler );
							 | 
						||
| 
								 | 
							
													material.map.colorSpace = SRGBColorSpace;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( 'def Shader "normal_texture"' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const sampler = data[ 'def Shader "normal_texture"' ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													material.normalMap = buildTexture( sampler );
							 | 
						||
| 
								 | 
							
													material.normalMap.colorSpace = NoColorSpace;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return material;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function findTexture( data, id ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( const name in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const object = data[ name ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( name.startsWith( `def Shader "${ id }"` ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													return object;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( typeof object === 'object' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const texture = findTexture( object, id );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( texture ) return texture;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function buildTexture( data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( 'asset inputs:file' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const path = data[ 'asset inputs:file' ].replace( /@*/g, '' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const loader = new TextureLoader();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const texture = loader.load( assets[ path ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const map = {
							 | 
						||
| 
								 | 
							
													'"clamp"': ClampToEdgeWrapping,
							 | 
						||
| 
								 | 
							
													'"mirror"': MirroredRepeatWrapping,
							 | 
						||
| 
								 | 
							
													'"repeat"': RepeatWrapping
							 | 
						||
| 
								 | 
							
												};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( 'token inputs:wrapS' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													texture.wrapS = map[ data[ 'token inputs:wrapS' ] ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( 'token inputs:wrapT' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													texture.wrapT = map[ data[ 'token inputs:wrapT' ] ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												return texture;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return null;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function buildObject( data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const geometry = buildGeometry( findMeshGeometry( data ) );
							 | 
						||
| 
								 | 
							
											const material = buildMaterial( findMeshMaterial( data ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const mesh = geometry ? new Mesh( geometry, material ) : new Object3D();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( 'matrix4d xformOp:transform' in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const array = JSON.parse( '[' + data[ 'matrix4d xformOp:transform' ].replace( /[()]*/g, '' ) + ']' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												mesh.matrix.fromArray( array );
							 | 
						||
| 
								 | 
							
												mesh.matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return mesh;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function buildHierarchy( data, group ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( const name in data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( name.startsWith( 'def Scope' ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													buildHierarchy( data[ name ], group );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( name.startsWith( 'def Xform' ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const mesh = buildObject( data[ name ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( /def Xform "(\w+)"/.test( name ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														mesh.name = /def Xform "(\w+)"/.exec( name )[ 1 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													group.add( mesh );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													buildHierarchy( data[ name ], mesh );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const group = new Group();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										buildHierarchy( root, group );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return group;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { USDZLoader };
							 |