2471 lines
		
	
	
		
			56 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			2471 lines
		
	
	
		
			56 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	BufferAttribute, | ||
|  | 	BufferGeometry, | ||
|  | 	Color, | ||
|  | 	FileLoader, | ||
|  | 	Group, | ||
|  | 	LineBasicMaterial, | ||
|  | 	LineSegments, | ||
|  | 	Loader, | ||
|  | 	Matrix4, | ||
|  | 	Mesh, | ||
|  | 	MeshStandardMaterial, | ||
|  | 	ShaderMaterial, | ||
|  | 	SRGBColorSpace, | ||
|  | 	UniformsLib, | ||
|  | 	UniformsUtils, | ||
|  | 	Vector3, | ||
|  | 	Ray | ||
|  | } from 'three'; | ||
|  | 
 | ||
|  | // Special surface finish tag types.
 | ||
|  | // Note: "MATERIAL" tag (e.g. GLITTER, SPECKLE) is not implemented
 | ||
|  | const FINISH_TYPE_DEFAULT = 0; | ||
|  | const FINISH_TYPE_CHROME = 1; | ||
|  | const FINISH_TYPE_PEARLESCENT = 2; | ||
|  | const FINISH_TYPE_RUBBER = 3; | ||
|  | const FINISH_TYPE_MATTE_METALLIC = 4; | ||
|  | const FINISH_TYPE_METAL = 5; | ||
|  | 
 | ||
|  | // State machine to search a subobject path.
 | ||
|  | // The LDraw standard establishes these various possible subfolders.
 | ||
|  | const FILE_LOCATION_TRY_PARTS = 0; | ||
|  | const FILE_LOCATION_TRY_P = 1; | ||
|  | const FILE_LOCATION_TRY_MODELS = 2; | ||
|  | const FILE_LOCATION_AS_IS = 3; | ||
|  | const FILE_LOCATION_TRY_RELATIVE = 4; | ||
|  | const FILE_LOCATION_TRY_ABSOLUTE = 5; | ||
|  | const FILE_LOCATION_NOT_FOUND = 6; | ||
|  | 
 | ||
|  | const MAIN_COLOUR_CODE = '16'; | ||
|  | const MAIN_EDGE_COLOUR_CODE = '24'; | ||
|  | 
 | ||
|  | const COLOR_SPACE_LDRAW = SRGBColorSpace; | ||
|  | 
 | ||
|  | const _tempVec0 = new Vector3(); | ||
|  | const _tempVec1 = new Vector3(); | ||
|  | 
 | ||
|  | class LDrawConditionalLineMaterial extends ShaderMaterial { | ||
|  | 
 | ||
|  | 	constructor( parameters ) { | ||
|  | 
 | ||
|  | 		super( { | ||
|  | 
 | ||
|  | 			uniforms: UniformsUtils.merge( [ | ||
|  | 				UniformsLib.fog, | ||
|  | 				{ | ||
|  | 					diffuse: { | ||
|  | 						value: new Color() | ||
|  | 					}, | ||
|  | 					opacity: { | ||
|  | 						value: 1.0 | ||
|  | 					} | ||
|  | 				} | ||
|  | 			] ), | ||
|  | 
 | ||
|  | 			vertexShader: /* glsl */`
 | ||
|  | 				attribute vec3 control0; | ||
|  | 				attribute vec3 control1; | ||
|  | 				attribute vec3 direction; | ||
|  | 				varying float discardFlag; | ||
|  | 
 | ||
|  | 				#include <common> | ||
|  | 				#include <color_pars_vertex> | ||
|  | 				#include <fog_pars_vertex> | ||
|  | 				#include <logdepthbuf_pars_vertex> | ||
|  | 				#include <clipping_planes_pars_vertex> | ||
|  | 				void main() { | ||
|  | 					#include <color_vertex> | ||
|  | 
 | ||
|  | 					vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); | ||
|  | 					gl_Position = projectionMatrix * mvPosition; | ||
|  | 
 | ||
|  | 					// Transform the line segment ends and control points into camera clip space
 | ||
|  | 					vec4 c0 = projectionMatrix * modelViewMatrix * vec4( control0, 1.0 ); | ||
|  | 					vec4 c1 = projectionMatrix * modelViewMatrix * vec4( control1, 1.0 ); | ||
|  | 					vec4 p0 = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | ||
|  | 					vec4 p1 = projectionMatrix * modelViewMatrix * vec4( position + direction, 1.0 ); | ||
|  | 
 | ||
|  | 					c0.xy /= c0.w; | ||
|  | 					c1.xy /= c1.w; | ||
|  | 					p0.xy /= p0.w; | ||
|  | 					p1.xy /= p1.w; | ||
|  | 
 | ||
|  | 					// Get the direction of the segment and an orthogonal vector
 | ||
|  | 					vec2 dir = p1.xy - p0.xy; | ||
|  | 					vec2 norm = vec2( -dir.y, dir.x ); | ||
|  | 
 | ||
|  | 					// Get control point directions from the line
 | ||
|  | 					vec2 c0dir = c0.xy - p1.xy; | ||
|  | 					vec2 c1dir = c1.xy - p1.xy; | ||
|  | 
 | ||
|  | 					// If the vectors to the controls points are pointed in different directions away
 | ||
|  | 					// from the line segment then the line should not be drawn.
 | ||
|  | 					float d0 = dot( normalize( norm ), normalize( c0dir ) ); | ||
|  | 					float d1 = dot( normalize( norm ), normalize( c1dir ) ); | ||
|  | 					discardFlag = float( sign( d0 ) != sign( d1 ) ); | ||
|  | 
 | ||
|  | 					#include <logdepthbuf_vertex> | ||
|  | 					#include <clipping_planes_vertex> | ||
|  | 					#include <fog_vertex> | ||
|  | 				} | ||
|  | 			`,
 | ||
|  | 
 | ||
|  | 			fragmentShader: /* glsl */`
 | ||
|  | 			uniform vec3 diffuse; | ||
|  | 			uniform float opacity; | ||
|  | 			varying float discardFlag; | ||
|  | 
 | ||
|  | 			#include <common> | ||
|  | 			#include <color_pars_fragment> | ||
|  | 			#include <fog_pars_fragment> | ||
|  | 			#include <logdepthbuf_pars_fragment> | ||
|  | 			#include <clipping_planes_pars_fragment> | ||
|  | 			void main() { | ||
|  | 
 | ||
|  | 				if ( discardFlag > 0.5 ) discard; | ||
|  | 
 | ||
|  | 				#include <clipping_planes_fragment> | ||
|  | 				vec3 outgoingLight = vec3( 0.0 ); | ||
|  | 				vec4 diffuseColor = vec4( diffuse, opacity ); | ||
|  | 				#include <logdepthbuf_fragment> | ||
|  | 				#include <color_fragment> | ||
|  | 				outgoingLight = diffuseColor.rgb; // simple shader
 | ||
|  | 				gl_FragColor = vec4( outgoingLight, diffuseColor.a ); | ||
|  | 				#include <tonemapping_fragment> | ||
|  | 				#include <colorspace_fragment> | ||
|  | 				#include <fog_fragment> | ||
|  | 				#include <premultiplied_alpha_fragment> | ||
|  | 			} | ||
|  | 			`,
 | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		Object.defineProperties( this, { | ||
|  | 
 | ||
|  | 			opacity: { | ||
|  | 				get: function () { | ||
|  | 
 | ||
|  | 					return this.uniforms.opacity.value; | ||
|  | 
 | ||
|  | 				}, | ||
|  | 
 | ||
|  | 				set: function ( value ) { | ||
|  | 
 | ||
|  | 					this.uniforms.opacity.value = value; | ||
|  | 
 | ||
|  | 				} | ||
|  | 			}, | ||
|  | 
 | ||
|  | 			color: { | ||
|  | 				get: function () { | ||
|  | 
 | ||
|  | 					return this.uniforms.diffuse.value; | ||
|  | 
 | ||
|  | 				} | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		this.setValues( parameters ); | ||
|  | 		this.isLDrawConditionalLineMaterial = true; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | class ConditionalLineSegments extends LineSegments { | ||
|  | 
 | ||
|  | 	constructor( geometry, material ) { | ||
|  | 
 | ||
|  | 		super( geometry, material ); | ||
|  | 		this.isConditionalLine = true; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | function generateFaceNormals( faces ) { | ||
|  | 
 | ||
|  | 	for ( let i = 0, l = faces.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 		const face = faces[ i ]; | ||
|  | 		const vertices = face.vertices; | ||
|  | 		const v0 = vertices[ 0 ]; | ||
|  | 		const v1 = vertices[ 1 ]; | ||
|  | 		const v2 = vertices[ 2 ]; | ||
|  | 
 | ||
|  | 		_tempVec0.subVectors( v1, v0 ); | ||
|  | 		_tempVec1.subVectors( v2, v1 ); | ||
|  | 		face.faceNormal = new Vector3() | ||
|  | 			.crossVectors( _tempVec0, _tempVec1 ) | ||
|  | 			.normalize(); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | const _ray = new Ray(); | ||
|  | function smoothNormals( faces, lineSegments, checkSubSegments = false ) { | ||
|  | 
 | ||
|  | 	// NOTE: 1e2 is pretty coarse but was chosen to quantize the resulting value because
 | ||
|  | 	// it allows edges to be smoothed as expected (see minifig arms).
 | ||
|  | 	// --
 | ||
|  | 	// And the vector values are initialize multiplied by 1 + 1e-10 to account for floating
 | ||
|  | 	// point errors on vertices along quantization boundaries. Ie after matrix multiplication
 | ||
|  | 	// vertices that should be merged might be set to "1.7" and "1.6999..." meaning they won't
 | ||
|  | 	// get merged. This added epsilon attempts to push these error values to the same quantized
 | ||
|  | 	// value for the sake of hashing. See "AT-ST mini" dishes. See mrdoob/three#23169.
 | ||
|  | 
 | ||
|  | 	const hashMultiplier = ( 1 + 1e-10 ) * 1e2; | ||
|  | 	function hashVertex( v ) { | ||
|  | 
 | ||
|  | 		const x = ~ ~ ( v.x * hashMultiplier ); | ||
|  | 		const y = ~ ~ ( v.y * hashMultiplier ); | ||
|  | 		const z = ~ ~ ( v.z * hashMultiplier ); | ||
|  | 
 | ||
|  | 		return `${ x },${ y },${ z }`; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	function hashEdge( v0, v1 ) { | ||
|  | 
 | ||
|  | 		return `${ hashVertex( v0 ) }_${ hashVertex( v1 ) }`; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// converts the two vertices to a ray with a normalized direction and origin of 0, 0, 0 projected
 | ||
|  | 	// onto the original line.
 | ||
|  | 	function toNormalizedRay( v0, v1, targetRay ) { | ||
|  | 
 | ||
|  | 		targetRay.direction.subVectors( v1, v0 ).normalize(); | ||
|  | 
 | ||
|  | 		const scalar = v0.dot( targetRay.direction ); | ||
|  | 		targetRay.origin.copy( v0 ).addScaledVector( targetRay.direction, - scalar ); | ||
|  | 
 | ||
|  | 		return targetRay; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	function hashRay( ray ) { | ||
|  | 
 | ||
|  | 		return hashEdge( ray.origin, ray.direction ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	const hardEdges = new Set(); | ||
|  | 	const hardEdgeRays = new Map(); | ||
|  | 	const halfEdgeList = {}; | ||
|  | 	const normals = []; | ||
|  | 
 | ||
|  | 	// Save the list of hard edges by hash
 | ||
|  | 	for ( let i = 0, l = lineSegments.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 		const ls = lineSegments[ i ]; | ||
|  | 		const vertices = ls.vertices; | ||
|  | 		const v0 = vertices[ 0 ]; | ||
|  | 		const v1 = vertices[ 1 ]; | ||
|  | 		hardEdges.add( hashEdge( v0, v1 ) ); | ||
|  | 		hardEdges.add( hashEdge( v1, v0 ) ); | ||
|  | 
 | ||
|  | 		// only generate the hard edge ray map if we're checking subsegments because it's more expensive to check
 | ||
|  | 		// and requires more memory.
 | ||
|  | 		if ( checkSubSegments ) { | ||
|  | 
 | ||
|  | 			// add both ray directions to the map
 | ||
|  | 			const ray = toNormalizedRay( v0, v1, new Ray() ); | ||
|  | 			const rh1 = hashRay( ray ); | ||
|  | 			if ( ! hardEdgeRays.has( rh1 ) ) { | ||
|  | 
 | ||
|  | 				toNormalizedRay( v1, v0, ray ); | ||
|  | 				const rh2 = hashRay( ray ); | ||
|  | 
 | ||
|  | 				const info = { | ||
|  | 					ray, | ||
|  | 					distances: [], | ||
|  | 				}; | ||
|  | 
 | ||
|  | 				hardEdgeRays.set( rh1, info ); | ||
|  | 				hardEdgeRays.set( rh2, info ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// store both segments ends in min, max order in the distances array to check if a face edge is a
 | ||
|  | 			// subsegment later.
 | ||
|  | 			const info = hardEdgeRays.get( rh1 ); | ||
|  | 			let d0 = info.ray.direction.dot( v0 ); | ||
|  | 			let d1 = info.ray.direction.dot( v1 ); | ||
|  | 			if ( d0 > d1 ) { | ||
|  | 
 | ||
|  | 				[ d0, d1 ] = [ d1, d0 ]; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			info.distances.push( d0, d1 ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// track the half edges associated with each triangle
 | ||
|  | 	for ( let i = 0, l = faces.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 		const tri = faces[ i ]; | ||
|  | 		const vertices = tri.vertices; | ||
|  | 		const vertCount = vertices.length; | ||
|  | 		for ( let i2 = 0; i2 < vertCount; i2 ++ ) { | ||
|  | 
 | ||
|  | 			const index = i2; | ||
|  | 			const next = ( i2 + 1 ) % vertCount; | ||
|  | 			const v0 = vertices[ index ]; | ||
|  | 			const v1 = vertices[ next ]; | ||
|  | 			const hash = hashEdge( v0, v1 ); | ||
|  | 
 | ||
|  | 			// don't add the triangle if the edge is supposed to be hard
 | ||
|  | 			if ( hardEdges.has( hash ) ) { | ||
|  | 
 | ||
|  | 				continue; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// if checking subsegments then check to see if this edge lies on a hard edge ray and whether its within any ray bounds
 | ||
|  | 			if ( checkSubSegments ) { | ||
|  | 
 | ||
|  | 				toNormalizedRay( v0, v1, _ray ); | ||
|  | 
 | ||
|  | 				const rayHash = hashRay( _ray ); | ||
|  | 				if ( hardEdgeRays.has( rayHash ) ) { | ||
|  | 
 | ||
|  | 					const info = hardEdgeRays.get( rayHash ); | ||
|  | 					const { ray, distances } = info; | ||
|  | 					let d0 = ray.direction.dot( v0 ); | ||
|  | 					let d1 = ray.direction.dot( v1 ); | ||
|  | 
 | ||
|  | 					if ( d0 > d1 ) { | ||
|  | 
 | ||
|  | 						[ d0, d1 ] = [ d1, d0 ]; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					// return early if the face edge is found to be a subsegment of a line edge meaning the edge will have "hard" normals
 | ||
|  | 					let found = false; | ||
|  | 					for ( let i = 0, l = distances.length; i < l; i += 2 ) { | ||
|  | 
 | ||
|  | 						if ( d0 >= distances[ i ] && d1 <= distances[ i + 1 ] ) { | ||
|  | 
 | ||
|  | 							found = true; | ||
|  | 							break; | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					if ( found ) { | ||
|  | 
 | ||
|  | 						continue; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const info = { | ||
|  | 				index: index, | ||
|  | 				tri: tri | ||
|  | 			}; | ||
|  | 			halfEdgeList[ hash ] = info; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// Iterate until we've tried to connect all faces to share normals
 | ||
|  | 	while ( true ) { | ||
|  | 
 | ||
|  | 		// Stop if there are no more faces left
 | ||
|  | 		let halfEdge = null; | ||
|  | 		for ( const key in halfEdgeList ) { | ||
|  | 
 | ||
|  | 			halfEdge = halfEdgeList[ key ]; | ||
|  | 			break; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( halfEdge === null ) { | ||
|  | 
 | ||
|  | 			break; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Exhaustively find all connected faces
 | ||
|  | 		const queue = [ halfEdge ]; | ||
|  | 		while ( queue.length > 0 ) { | ||
|  | 
 | ||
|  | 			// initialize all vertex normals in this triangle
 | ||
|  | 			const tri = queue.pop().tri; | ||
|  | 			const vertices = tri.vertices; | ||
|  | 			const vertNormals = tri.normals; | ||
|  | 			const faceNormal = tri.faceNormal; | ||
|  | 
 | ||
|  | 			// Check if any edge is connected to another triangle edge
 | ||
|  | 			const vertCount = vertices.length; | ||
|  | 			for ( let i2 = 0; i2 < vertCount; i2 ++ ) { | ||
|  | 
 | ||
|  | 				const index = i2; | ||
|  | 				const next = ( i2 + 1 ) % vertCount; | ||
|  | 				const v0 = vertices[ index ]; | ||
|  | 				const v1 = vertices[ next ]; | ||
|  | 
 | ||
|  | 				// delete this triangle from the list so it won't be found again
 | ||
|  | 				const hash = hashEdge( v0, v1 ); | ||
|  | 				delete halfEdgeList[ hash ]; | ||
|  | 
 | ||
|  | 				const reverseHash = hashEdge( v1, v0 ); | ||
|  | 				const otherInfo = halfEdgeList[ reverseHash ]; | ||
|  | 				if ( otherInfo ) { | ||
|  | 
 | ||
|  | 					const otherTri = otherInfo.tri; | ||
|  | 					const otherIndex = otherInfo.index; | ||
|  | 					const otherNormals = otherTri.normals; | ||
|  | 					const otherVertCount = otherNormals.length; | ||
|  | 					const otherFaceNormal = otherTri.faceNormal; | ||
|  | 
 | ||
|  | 					// NOTE: If the angle between faces is > 67.5 degrees then assume it's
 | ||
|  | 					// hard edge. There are some cases where the line segments do not line up exactly
 | ||
|  | 					// with or span multiple triangle edges (see Lunar Vehicle wheels).
 | ||
|  | 					if ( Math.abs( otherTri.faceNormal.dot( tri.faceNormal ) ) < 0.25 ) { | ||
|  | 
 | ||
|  | 						continue; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					// if this triangle has already been traversed then it won't be in
 | ||
|  | 					// the halfEdgeList. If it has not then add it to the queue and delete
 | ||
|  | 					// it so it won't be found again.
 | ||
|  | 					if ( reverseHash in halfEdgeList ) { | ||
|  | 
 | ||
|  | 						queue.push( otherInfo ); | ||
|  | 						delete halfEdgeList[ reverseHash ]; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					// share the first normal
 | ||
|  | 					const otherNext = ( otherIndex + 1 ) % otherVertCount; | ||
|  | 					if ( | ||
|  | 						vertNormals[ index ] && otherNormals[ otherNext ] && | ||
|  | 						vertNormals[ index ] !== otherNormals[ otherNext ] | ||
|  | 					) { | ||
|  | 
 | ||
|  | 						otherNormals[ otherNext ].norm.add( vertNormals[ index ].norm ); | ||
|  | 						vertNormals[ index ].norm = otherNormals[ otherNext ].norm; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					let sharedNormal1 = vertNormals[ index ] || otherNormals[ otherNext ]; | ||
|  | 					if ( sharedNormal1 === null ) { | ||
|  | 
 | ||
|  | 						// it's possible to encounter an edge of a triangle that has already been traversed meaning
 | ||
|  | 						// both edges already have different normals defined and shared. To work around this we create
 | ||
|  | 						// a wrapper object so when those edges are merged the normals can be updated everywhere.
 | ||
|  | 						sharedNormal1 = { norm: new Vector3() }; | ||
|  | 						normals.push( sharedNormal1.norm ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					if ( vertNormals[ index ] === null ) { | ||
|  | 
 | ||
|  | 						vertNormals[ index ] = sharedNormal1; | ||
|  | 						sharedNormal1.norm.add( faceNormal ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					if ( otherNormals[ otherNext ] === null ) { | ||
|  | 
 | ||
|  | 						otherNormals[ otherNext ] = sharedNormal1; | ||
|  | 						sharedNormal1.norm.add( otherFaceNormal ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					// share the second normal
 | ||
|  | 					if ( | ||
|  | 						vertNormals[ next ] && otherNormals[ otherIndex ] && | ||
|  | 						vertNormals[ next ] !== otherNormals[ otherIndex ] | ||
|  | 					) { | ||
|  | 
 | ||
|  | 						otherNormals[ otherIndex ].norm.add( vertNormals[ next ].norm ); | ||
|  | 						vertNormals[ next ].norm = otherNormals[ otherIndex ].norm; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					let sharedNormal2 = vertNormals[ next ] || otherNormals[ otherIndex ]; | ||
|  | 					if ( sharedNormal2 === null ) { | ||
|  | 
 | ||
|  | 						sharedNormal2 = { norm: new Vector3() }; | ||
|  | 						normals.push( sharedNormal2.norm ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					if ( vertNormals[ next ] === null ) { | ||
|  | 
 | ||
|  | 						vertNormals[ next ] = sharedNormal2; | ||
|  | 						sharedNormal2.norm.add( faceNormal ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					if ( otherNormals[ otherIndex ] === null ) { | ||
|  | 
 | ||
|  | 						otherNormals[ otherIndex ] = sharedNormal2; | ||
|  | 						sharedNormal2.norm.add( otherFaceNormal ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// The normals of each face have been added up so now we average them by normalizing the vector.
 | ||
|  | 	for ( let i = 0, l = normals.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 		normals[ i ].normalize(); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | function isPartType( type ) { | ||
|  | 
 | ||
|  | 	return type === 'Part' || type === 'Unofficial_Part'; | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | function isPrimitiveType( type ) { | ||
|  | 
 | ||
|  | 	return /primitive/i.test( type ) || type === 'Subpart'; | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | class LineParser { | ||
|  | 
 | ||
|  | 	constructor( line, lineNumber ) { | ||
|  | 
 | ||
|  | 		this.line = line; | ||
|  | 		this.lineLength = line.length; | ||
|  | 		this.currentCharIndex = 0; | ||
|  | 		this.currentChar = ' '; | ||
|  | 		this.lineNumber = lineNumber; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	seekNonSpace() { | ||
|  | 
 | ||
|  | 		while ( this.currentCharIndex < this.lineLength ) { | ||
|  | 
 | ||
|  | 			this.currentChar = this.line.charAt( this.currentCharIndex ); | ||
|  | 
 | ||
|  | 			if ( this.currentChar !== ' ' && this.currentChar !== '\t' ) { | ||
|  | 
 | ||
|  | 				return; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			this.currentCharIndex ++; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getToken() { | ||
|  | 
 | ||
|  | 		const pos0 = this.currentCharIndex ++; | ||
|  | 
 | ||
|  | 		// Seek space
 | ||
|  | 		while ( this.currentCharIndex < this.lineLength ) { | ||
|  | 
 | ||
|  | 			this.currentChar = this.line.charAt( this.currentCharIndex ); | ||
|  | 
 | ||
|  | 			if ( this.currentChar === ' ' || this.currentChar === '\t' ) { | ||
|  | 
 | ||
|  | 				break; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			this.currentCharIndex ++; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const pos1 = this.currentCharIndex; | ||
|  | 
 | ||
|  | 		this.seekNonSpace(); | ||
|  | 
 | ||
|  | 		return this.line.substring( pos0, pos1 ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getVector() { | ||
|  | 
 | ||
|  | 		return new Vector3( parseFloat( this.getToken() ), parseFloat( this.getToken() ), parseFloat( this.getToken() ) ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getRemainingString() { | ||
|  | 
 | ||
|  | 		return this.line.substring( this.currentCharIndex, this.lineLength ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	isAtTheEnd() { | ||
|  | 
 | ||
|  | 		return this.currentCharIndex >= this.lineLength; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	setToEnd() { | ||
|  | 
 | ||
|  | 		this.currentCharIndex = this.lineLength; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getLineNumberString() { | ||
|  | 
 | ||
|  | 		return this.lineNumber >= 0 ? ' at line ' + this.lineNumber : ''; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | // Fetches and parses an intermediate representation of LDraw parts files.
 | ||
|  | class LDrawParsedCache { | ||
|  | 
 | ||
|  | 	constructor( loader ) { | ||
|  | 
 | ||
|  | 		this.loader = loader; | ||
|  | 		this._cache = {}; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	cloneResult( original ) { | ||
|  | 
 | ||
|  | 		const result = {}; | ||
|  | 
 | ||
|  | 		// vertices are transformed and normals computed before being converted to geometry
 | ||
|  | 		// so these pieces must be cloned.
 | ||
|  | 		result.faces = original.faces.map( face => { | ||
|  | 
 | ||
|  | 			return { | ||
|  | 				colorCode: face.colorCode, | ||
|  | 				material: face.material, | ||
|  | 				vertices: face.vertices.map( v => v.clone() ), | ||
|  | 				normals: face.normals.map( () => null ), | ||
|  | 				faceNormal: null | ||
|  | 			}; | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		result.conditionalSegments = original.conditionalSegments.map( face => { | ||
|  | 
 | ||
|  | 			return { | ||
|  | 				colorCode: face.colorCode, | ||
|  | 				material: face.material, | ||
|  | 				vertices: face.vertices.map( v => v.clone() ), | ||
|  | 				controlPoints: face.controlPoints.map( v => v.clone() ) | ||
|  | 			}; | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		result.lineSegments = original.lineSegments.map( face => { | ||
|  | 
 | ||
|  | 			return { | ||
|  | 				colorCode: face.colorCode, | ||
|  | 				material: face.material, | ||
|  | 				vertices: face.vertices.map( v => v.clone() ) | ||
|  | 			}; | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		// none if this is subsequently modified
 | ||
|  | 		result.type = original.type; | ||
|  | 		result.category = original.category; | ||
|  | 		result.keywords = original.keywords; | ||
|  | 		result.author = original.author; | ||
|  | 		result.subobjects = original.subobjects; | ||
|  | 		result.fileName = original.fileName; | ||
|  | 		result.totalFaces = original.totalFaces; | ||
|  | 		result.startingBuildingStep = original.startingBuildingStep; | ||
|  | 		result.materials = original.materials; | ||
|  | 		result.group = null; | ||
|  | 		return result; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	async fetchData( fileName ) { | ||
|  | 
 | ||
|  | 		let triedLowerCase = false; | ||
|  | 		let locationState = FILE_LOCATION_TRY_PARTS; | ||
|  | 		while ( locationState !== FILE_LOCATION_NOT_FOUND ) { | ||
|  | 
 | ||
|  | 			let subobjectURL = fileName; | ||
|  | 			switch ( locationState ) { | ||
|  | 
 | ||
|  | 				case FILE_LOCATION_AS_IS: | ||
|  | 					locationState = locationState + 1; | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case FILE_LOCATION_TRY_PARTS: | ||
|  | 					subobjectURL = 'parts/' + subobjectURL; | ||
|  | 					locationState = locationState + 1; | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case FILE_LOCATION_TRY_P: | ||
|  | 					subobjectURL = 'p/' + subobjectURL; | ||
|  | 					locationState = locationState + 1; | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case FILE_LOCATION_TRY_MODELS: | ||
|  | 					subobjectURL = 'models/' + subobjectURL; | ||
|  | 					locationState = locationState + 1; | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case FILE_LOCATION_TRY_RELATIVE: | ||
|  | 					subobjectURL = fileName.substring( 0, fileName.lastIndexOf( '/' ) + 1 ) + subobjectURL; | ||
|  | 					locationState = locationState + 1; | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case FILE_LOCATION_TRY_ABSOLUTE: | ||
|  | 
 | ||
|  | 					if ( triedLowerCase ) { | ||
|  | 
 | ||
|  | 						// Try absolute path
 | ||
|  | 						locationState = FILE_LOCATION_NOT_FOUND; | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						// Next attempt is lower case
 | ||
|  | 						fileName = fileName.toLowerCase(); | ||
|  | 						subobjectURL = fileName; | ||
|  | 						triedLowerCase = true; | ||
|  | 						locationState = FILE_LOCATION_TRY_PARTS; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					break; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const loader = this.loader; | ||
|  | 			const fileLoader = new FileLoader( loader.manager ); | ||
|  | 			fileLoader.setPath( loader.partsLibraryPath ); | ||
|  | 			fileLoader.setRequestHeader( loader.requestHeader ); | ||
|  | 			fileLoader.setWithCredentials( loader.withCredentials ); | ||
|  | 
 | ||
|  | 			try { | ||
|  | 
 | ||
|  | 				const text = await fileLoader.loadAsync( subobjectURL ); | ||
|  | 				return text; | ||
|  | 
 | ||
|  | 			} catch ( _ ) { | ||
|  | 
 | ||
|  | 				continue; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		throw new Error( 'LDrawLoader: Subobject "' + fileName + '" could not be loaded.' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	parse( text, fileName = null ) { | ||
|  | 
 | ||
|  | 		const loader = this.loader; | ||
|  | 
 | ||
|  | 		// final results
 | ||
|  | 		const faces = []; | ||
|  | 		const lineSegments = []; | ||
|  | 		const conditionalSegments = []; | ||
|  | 		const subobjects = []; | ||
|  | 		const materials = {}; | ||
|  | 
 | ||
|  | 		const getLocalMaterial = colorCode => { | ||
|  | 
 | ||
|  | 			return materials[ colorCode ] || null; | ||
|  | 
 | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		let type = 'Model'; | ||
|  | 		let category = null; | ||
|  | 		let keywords = null; | ||
|  | 		let author = null; | ||
|  | 		let totalFaces = 0; | ||
|  | 
 | ||
|  | 		// split into lines
 | ||
|  | 		if ( text.indexOf( '\r\n' ) !== - 1 ) { | ||
|  | 
 | ||
|  | 			// This is faster than String.split with regex that splits on both
 | ||
|  | 			text = text.replace( /\r\n/g, '\n' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const lines = text.split( '\n' ); | ||
|  | 		const numLines = lines.length; | ||
|  | 
 | ||
|  | 		let parsingEmbeddedFiles = false; | ||
|  | 		let currentEmbeddedFileName = null; | ||
|  | 		let currentEmbeddedText = null; | ||
|  | 
 | ||
|  | 		let bfcCertified = false; | ||
|  | 		let bfcCCW = true; | ||
|  | 		let bfcInverted = false; | ||
|  | 		let bfcCull = true; | ||
|  | 
 | ||
|  | 		let startingBuildingStep = false; | ||
|  | 
 | ||
|  | 		// Parse all line commands
 | ||
|  | 		for ( let lineIndex = 0; lineIndex < numLines; lineIndex ++ ) { | ||
|  | 
 | ||
|  | 			const line = lines[ lineIndex ]; | ||
|  | 
 | ||
|  | 			if ( line.length === 0 ) continue; | ||
|  | 
 | ||
|  | 			if ( parsingEmbeddedFiles ) { | ||
|  | 
 | ||
|  | 				if ( line.startsWith( '0 FILE ' ) ) { | ||
|  | 
 | ||
|  | 					// Save previous embedded file in the cache
 | ||
|  | 					this.setData( currentEmbeddedFileName, currentEmbeddedText ); | ||
|  | 
 | ||
|  | 					// New embedded text file
 | ||
|  | 					currentEmbeddedFileName = line.substring( 7 ); | ||
|  | 					currentEmbeddedText = ''; | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					currentEmbeddedText += line + '\n'; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				continue; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const lp = new LineParser( line, lineIndex + 1 ); | ||
|  | 			lp.seekNonSpace(); | ||
|  | 
 | ||
|  | 			if ( lp.isAtTheEnd() ) { | ||
|  | 
 | ||
|  | 				// Empty line
 | ||
|  | 				continue; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// Parse the line type
 | ||
|  | 			const lineType = lp.getToken(); | ||
|  | 
 | ||
|  | 			let material; | ||
|  | 			let colorCode; | ||
|  | 			let segment; | ||
|  | 			let ccw; | ||
|  | 			let doubleSided; | ||
|  | 			let v0, v1, v2, v3, c0, c1; | ||
|  | 
 | ||
|  | 			switch ( lineType ) { | ||
|  | 
 | ||
|  | 				// Line type 0: Comment or META
 | ||
|  | 				case '0': | ||
|  | 
 | ||
|  | 					// Parse meta directive
 | ||
|  | 					const meta = lp.getToken(); | ||
|  | 
 | ||
|  | 					if ( meta ) { | ||
|  | 
 | ||
|  | 						switch ( meta ) { | ||
|  | 
 | ||
|  | 							case '!LDRAW_ORG': | ||
|  | 
 | ||
|  | 								type = lp.getToken(); | ||
|  | 								break; | ||
|  | 
 | ||
|  | 							case '!COLOUR': | ||
|  | 
 | ||
|  | 								material = loader.parseColorMetaDirective( lp ); | ||
|  | 								if ( material ) { | ||
|  | 
 | ||
|  | 									materials[ material.userData.code ] = material; | ||
|  | 
 | ||
|  | 								}	else { | ||
|  | 
 | ||
|  | 									console.warn( 'LDrawLoader: Error parsing material' + lp.getLineNumberString() ); | ||
|  | 
 | ||
|  | 								} | ||
|  | 
 | ||
|  | 								break; | ||
|  | 
 | ||
|  | 							case '!CATEGORY': | ||
|  | 
 | ||
|  | 								category = lp.getToken(); | ||
|  | 								break; | ||
|  | 
 | ||
|  | 							case '!KEYWORDS': | ||
|  | 
 | ||
|  | 								const newKeywords = lp.getRemainingString().split( ',' ); | ||
|  | 								if ( newKeywords.length > 0 ) { | ||
|  | 
 | ||
|  | 									if ( ! keywords ) { | ||
|  | 
 | ||
|  | 										keywords = []; | ||
|  | 
 | ||
|  | 									} | ||
|  | 
 | ||
|  | 									newKeywords.forEach( function ( keyword ) { | ||
|  | 
 | ||
|  | 										keywords.push( keyword.trim() ); | ||
|  | 
 | ||
|  | 									} ); | ||
|  | 
 | ||
|  | 								} | ||
|  | 
 | ||
|  | 								break; | ||
|  | 
 | ||
|  | 							case 'FILE': | ||
|  | 
 | ||
|  | 								if ( lineIndex > 0 ) { | ||
|  | 
 | ||
|  | 									// Start embedded text files parsing
 | ||
|  | 									parsingEmbeddedFiles = true; | ||
|  | 									currentEmbeddedFileName = lp.getRemainingString(); | ||
|  | 									currentEmbeddedText = ''; | ||
|  | 
 | ||
|  | 									bfcCertified = false; | ||
|  | 									bfcCCW = true; | ||
|  | 
 | ||
|  | 								} | ||
|  | 
 | ||
|  | 								break; | ||
|  | 
 | ||
|  | 							case 'BFC': | ||
|  | 
 | ||
|  | 								// Changes to the backface culling state
 | ||
|  | 								while ( ! lp.isAtTheEnd() ) { | ||
|  | 
 | ||
|  | 									const token = lp.getToken(); | ||
|  | 
 | ||
|  | 									switch ( token ) { | ||
|  | 
 | ||
|  | 										case 'CERTIFY': | ||
|  | 										case 'NOCERTIFY': | ||
|  | 
 | ||
|  | 											bfcCertified = token === 'CERTIFY'; | ||
|  | 											bfcCCW = true; | ||
|  | 
 | ||
|  | 											break; | ||
|  | 
 | ||
|  | 										case 'CW': | ||
|  | 										case 'CCW': | ||
|  | 
 | ||
|  | 											bfcCCW = token === 'CCW'; | ||
|  | 
 | ||
|  | 											break; | ||
|  | 
 | ||
|  | 										case 'INVERTNEXT': | ||
|  | 
 | ||
|  | 											bfcInverted = true; | ||
|  | 
 | ||
|  | 											break; | ||
|  | 
 | ||
|  | 										case 'CLIP': | ||
|  | 										case 'NOCLIP': | ||
|  | 
 | ||
|  | 											bfcCull = token === 'CLIP'; | ||
|  | 
 | ||
|  | 											break; | ||
|  | 
 | ||
|  | 										default: | ||
|  | 
 | ||
|  | 											console.warn( 'THREE.LDrawLoader: BFC directive "' + token + '" is unknown.' ); | ||
|  | 
 | ||
|  | 											break; | ||
|  | 
 | ||
|  | 									} | ||
|  | 
 | ||
|  | 								} | ||
|  | 
 | ||
|  | 								break; | ||
|  | 
 | ||
|  | 							case 'STEP': | ||
|  | 
 | ||
|  | 								startingBuildingStep = true; | ||
|  | 
 | ||
|  | 								break; | ||
|  | 
 | ||
|  | 							case 'Author:': | ||
|  | 
 | ||
|  | 								author = lp.getToken(); | ||
|  | 
 | ||
|  | 								break; | ||
|  | 
 | ||
|  | 							default: | ||
|  | 								// Other meta directives are not implemented
 | ||
|  | 								break; | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					break; | ||
|  | 
 | ||
|  | 					// Line type 1: Sub-object file
 | ||
|  | 				case '1': | ||
|  | 
 | ||
|  | 					colorCode = lp.getToken(); | ||
|  | 					material = getLocalMaterial( colorCode ); | ||
|  | 
 | ||
|  | 					const posX = parseFloat( lp.getToken() ); | ||
|  | 					const posY = parseFloat( lp.getToken() ); | ||
|  | 					const posZ = parseFloat( lp.getToken() ); | ||
|  | 					const m0 = parseFloat( lp.getToken() ); | ||
|  | 					const m1 = parseFloat( lp.getToken() ); | ||
|  | 					const m2 = parseFloat( lp.getToken() ); | ||
|  | 					const m3 = parseFloat( lp.getToken() ); | ||
|  | 					const m4 = parseFloat( lp.getToken() ); | ||
|  | 					const m5 = parseFloat( lp.getToken() ); | ||
|  | 					const m6 = parseFloat( lp.getToken() ); | ||
|  | 					const m7 = parseFloat( lp.getToken() ); | ||
|  | 					const m8 = parseFloat( lp.getToken() ); | ||
|  | 
 | ||
|  | 					const matrix = new Matrix4().set( | ||
|  | 						m0, m1, m2, posX, | ||
|  | 						m3, m4, m5, posY, | ||
|  | 						m6, m7, m8, posZ, | ||
|  | 						0, 0, 0, 1 | ||
|  | 					); | ||
|  | 
 | ||
|  | 					let fileName = lp.getRemainingString().trim().replace( /\\/g, '/' ); | ||
|  | 
 | ||
|  | 					if ( loader.fileMap[ fileName ] ) { | ||
|  | 
 | ||
|  | 						// Found the subobject path in the preloaded file path map
 | ||
|  | 						fileName = loader.fileMap[ fileName ]; | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						// Standardized subfolders
 | ||
|  | 						if ( fileName.startsWith( 's/' ) ) { | ||
|  | 
 | ||
|  | 							fileName = 'parts/' + fileName; | ||
|  | 
 | ||
|  | 						} else if ( fileName.startsWith( '48/' ) ) { | ||
|  | 
 | ||
|  | 							fileName = 'p/' + fileName; | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					subobjects.push( { | ||
|  | 						material: material, | ||
|  | 						colorCode: colorCode, | ||
|  | 						matrix: matrix, | ||
|  | 						fileName: fileName, | ||
|  | 						inverted: bfcInverted, | ||
|  | 						startingBuildingStep: startingBuildingStep | ||
|  | 					} ); | ||
|  | 
 | ||
|  | 					startingBuildingStep = false; | ||
|  | 					bfcInverted = false; | ||
|  | 
 | ||
|  | 					break; | ||
|  | 
 | ||
|  | 					// Line type 2: Line segment
 | ||
|  | 				case '2': | ||
|  | 
 | ||
|  | 					colorCode = lp.getToken(); | ||
|  | 					material = getLocalMaterial( colorCode ); | ||
|  | 					v0 = lp.getVector(); | ||
|  | 					v1 = lp.getVector(); | ||
|  | 
 | ||
|  | 					segment = { | ||
|  | 						material: material, | ||
|  | 						colorCode: colorCode, | ||
|  | 						vertices: [ v0, v1 ], | ||
|  | 					}; | ||
|  | 
 | ||
|  | 					lineSegments.push( segment ); | ||
|  | 
 | ||
|  | 					break; | ||
|  | 
 | ||
|  | 					// Line type 5: Conditional Line segment
 | ||
|  | 				case '5': | ||
|  | 
 | ||
|  | 					colorCode = lp.getToken(); | ||
|  | 					material = getLocalMaterial( colorCode ); | ||
|  | 					v0 = lp.getVector(); | ||
|  | 					v1 = lp.getVector(); | ||
|  | 					c0 = lp.getVector(); | ||
|  | 					c1 = lp.getVector(); | ||
|  | 
 | ||
|  | 					segment = { | ||
|  | 						material: material, | ||
|  | 						colorCode: colorCode, | ||
|  | 						vertices: [ v0, v1 ], | ||
|  | 						controlPoints: [ c0, c1 ], | ||
|  | 					}; | ||
|  | 
 | ||
|  | 					conditionalSegments.push( segment ); | ||
|  | 
 | ||
|  | 					break; | ||
|  | 
 | ||
|  | 					// Line type 3: Triangle
 | ||
|  | 				case '3': | ||
|  | 
 | ||
|  | 					colorCode = lp.getToken(); | ||
|  | 					material = getLocalMaterial( colorCode ); | ||
|  | 					ccw = bfcCCW; | ||
|  | 					doubleSided = ! bfcCertified || ! bfcCull; | ||
|  | 
 | ||
|  | 					if ( ccw === true ) { | ||
|  | 
 | ||
|  | 						v0 = lp.getVector(); | ||
|  | 						v1 = lp.getVector(); | ||
|  | 						v2 = lp.getVector(); | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						v2 = lp.getVector(); | ||
|  | 						v1 = lp.getVector(); | ||
|  | 						v0 = lp.getVector(); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					faces.push( { | ||
|  | 						material: material, | ||
|  | 						colorCode: colorCode, | ||
|  | 						faceNormal: null, | ||
|  | 						vertices: [ v0, v1, v2 ], | ||
|  | 						normals: [ null, null, null ], | ||
|  | 					} ); | ||
|  | 					totalFaces ++; | ||
|  | 
 | ||
|  | 					if ( doubleSided === true ) { | ||
|  | 
 | ||
|  | 						faces.push( { | ||
|  | 							material: material, | ||
|  | 							colorCode: colorCode, | ||
|  | 							faceNormal: null, | ||
|  | 							vertices: [ v2, v1, v0 ], | ||
|  | 							normals: [ null, null, null ], | ||
|  | 						} ); | ||
|  | 						totalFaces ++; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					break; | ||
|  | 
 | ||
|  | 					// Line type 4: Quadrilateral
 | ||
|  | 				case '4': | ||
|  | 
 | ||
|  | 					colorCode = lp.getToken(); | ||
|  | 					material = getLocalMaterial( colorCode ); | ||
|  | 					ccw = bfcCCW; | ||
|  | 					doubleSided = ! bfcCertified || ! bfcCull; | ||
|  | 
 | ||
|  | 					if ( ccw === true ) { | ||
|  | 
 | ||
|  | 						v0 = lp.getVector(); | ||
|  | 						v1 = lp.getVector(); | ||
|  | 						v2 = lp.getVector(); | ||
|  | 						v3 = lp.getVector(); | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						v3 = lp.getVector(); | ||
|  | 						v2 = lp.getVector(); | ||
|  | 						v1 = lp.getVector(); | ||
|  | 						v0 = lp.getVector(); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					// specifically place the triangle diagonal in the v0 and v1 slots so we can
 | ||
|  | 					// account for the doubling of vertices later when smoothing normals.
 | ||
|  | 					faces.push( { | ||
|  | 						material: material, | ||
|  | 						colorCode: colorCode, | ||
|  | 						faceNormal: null, | ||
|  | 						vertices: [ v0, v1, v2, v3 ], | ||
|  | 						normals: [ null, null, null, null ], | ||
|  | 					} ); | ||
|  | 					totalFaces += 2; | ||
|  | 
 | ||
|  | 					if ( doubleSided === true ) { | ||
|  | 
 | ||
|  | 						faces.push( { | ||
|  | 							material: material, | ||
|  | 							colorCode: colorCode, | ||
|  | 							faceNormal: null, | ||
|  | 							vertices: [ v3, v2, v1, v0 ], | ||
|  | 							normals: [ null, null, null, null ], | ||
|  | 						} ); | ||
|  | 						totalFaces += 2; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				default: | ||
|  | 					throw new Error( 'LDrawLoader: Unknown line type "' + lineType + '"' + lp.getLineNumberString() + '.' ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( parsingEmbeddedFiles ) { | ||
|  | 
 | ||
|  | 			this.setData( currentEmbeddedFileName, currentEmbeddedText ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return { | ||
|  | 			faces, | ||
|  | 			conditionalSegments, | ||
|  | 			lineSegments, | ||
|  | 			type, | ||
|  | 			category, | ||
|  | 			keywords, | ||
|  | 			author, | ||
|  | 			subobjects, | ||
|  | 			totalFaces, | ||
|  | 			startingBuildingStep, | ||
|  | 			materials, | ||
|  | 			fileName, | ||
|  | 			group: null | ||
|  | 		}; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// returns an (optionally cloned) instance of the data
 | ||
|  | 	getData( fileName, clone = true ) { | ||
|  | 
 | ||
|  | 		const key = fileName.toLowerCase(); | ||
|  | 		const result = this._cache[ key ]; | ||
|  | 		if ( result === null || result instanceof Promise ) { | ||
|  | 
 | ||
|  | 			return null; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( clone ) { | ||
|  | 
 | ||
|  | 			return this.cloneResult( result ); | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			return result; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// kicks off a fetch and parse of the requested data if it hasn't already been loaded. Returns when
 | ||
|  | 	// the data is ready to use and can be retrieved synchronously with "getData".
 | ||
|  | 	async ensureDataLoaded( fileName ) { | ||
|  | 
 | ||
|  | 		const key = fileName.toLowerCase(); | ||
|  | 		if ( ! ( key in this._cache ) ) { | ||
|  | 
 | ||
|  | 			// replace the promise with a copy of the parsed data for immediate processing
 | ||
|  | 			this._cache[ key ] = this.fetchData( fileName ).then( text => { | ||
|  | 
 | ||
|  | 				const info = this.parse( text, fileName ); | ||
|  | 				this._cache[ key ] = info; | ||
|  | 				return info; | ||
|  | 
 | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		await this._cache[ key ]; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// sets the data in the cache from parsed data
 | ||
|  | 	setData( fileName, text ) { | ||
|  | 
 | ||
|  | 		const key = fileName.toLowerCase(); | ||
|  | 		this._cache[ key ] = this.parse( text, fileName ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | // returns the material for an associated color code. If the color code is 16 for a face or 24 for
 | ||
|  | // an edge then the passthroughColorCode is used.
 | ||
|  | function getMaterialFromCode( colorCode, parentColorCode, materialHierarchy, forEdge ) { | ||
|  | 
 | ||
|  | 	const isPassthrough = ! forEdge && colorCode === MAIN_COLOUR_CODE || forEdge && colorCode === MAIN_EDGE_COLOUR_CODE; | ||
|  | 	if ( isPassthrough ) { | ||
|  | 
 | ||
|  | 		colorCode = parentColorCode; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	return materialHierarchy[ colorCode ] || null; | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | // Class used to parse and build LDraw parts as three.js objects and cache them if they're a "Part" type.
 | ||
|  | class LDrawPartsGeometryCache { | ||
|  | 
 | ||
|  | 	constructor( loader ) { | ||
|  | 
 | ||
|  | 		this.loader = loader; | ||
|  | 		this.parseCache = new LDrawParsedCache( loader ); | ||
|  | 		this._cache = {}; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// Convert the given file information into a mesh by processing subobjects.
 | ||
|  | 	async processIntoMesh( info ) { | ||
|  | 
 | ||
|  | 		const loader = this.loader; | ||
|  | 		const parseCache = this.parseCache; | ||
|  | 		const faceMaterials = new Set(); | ||
|  | 
 | ||
|  | 		// Processes the part subobject information to load child parts and merge geometry onto part
 | ||
|  | 		// piece object.
 | ||
|  | 		const processInfoSubobjects = async ( info, subobject = null ) => { | ||
|  | 
 | ||
|  | 			const subobjects = info.subobjects; | ||
|  | 			const promises = []; | ||
|  | 
 | ||
|  | 			// Trigger load of all subobjects. If a subobject isn't a primitive then load it as a separate
 | ||
|  | 			// group which lets instruction steps apply correctly.
 | ||
|  | 			for ( let i = 0, l = subobjects.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const subobject = subobjects[ i ]; | ||
|  | 				const promise = parseCache.ensureDataLoaded( subobject.fileName ).then( () => { | ||
|  | 
 | ||
|  | 					const subobjectInfo = parseCache.getData( subobject.fileName, false ); | ||
|  | 					if ( ! isPrimitiveType( subobjectInfo.type ) ) { | ||
|  | 
 | ||
|  | 						return this.loadModel( subobject.fileName ).catch( error => { | ||
|  | 
 | ||
|  | 							console.warn( error ); | ||
|  | 							return null; | ||
|  | 
 | ||
|  | 						} ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					return processInfoSubobjects( parseCache.getData( subobject.fileName ), subobject ); | ||
|  | 
 | ||
|  | 				} ); | ||
|  | 
 | ||
|  | 				promises.push( promise ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const group = new Group(); | ||
|  | 			group.userData.category = info.category; | ||
|  | 			group.userData.keywords = info.keywords; | ||
|  | 			group.userData.author = info.author; | ||
|  | 			group.userData.type = info.type; | ||
|  | 			group.userData.fileName = info.fileName; | ||
|  | 			info.group = group; | ||
|  | 
 | ||
|  | 			const subobjectInfos = await Promise.all( promises ); | ||
|  | 			for ( let i = 0, l = subobjectInfos.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const subobject = info.subobjects[ i ]; | ||
|  | 				const subobjectInfo = subobjectInfos[ i ]; | ||
|  | 
 | ||
|  | 				if ( subobjectInfo === null ) { | ||
|  | 
 | ||
|  | 					// the subobject failed to load
 | ||
|  | 					continue; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				// if the subobject was loaded as a separate group then apply the parent scopes materials
 | ||
|  | 				if ( subobjectInfo.isGroup ) { | ||
|  | 
 | ||
|  | 					const subobjectGroup = subobjectInfo; | ||
|  | 					subobject.matrix.decompose( subobjectGroup.position, subobjectGroup.quaternion, subobjectGroup.scale ); | ||
|  | 					subobjectGroup.userData.startingBuildingStep = subobject.startingBuildingStep; | ||
|  | 					subobjectGroup.name = subobject.fileName; | ||
|  | 
 | ||
|  | 					loader.applyMaterialsToMesh( subobjectGroup, subobject.colorCode, info.materials ); | ||
|  | 					subobjectGroup.userData.colorCode = subobject.colorCode; | ||
|  | 
 | ||
|  | 					group.add( subobjectGroup ); | ||
|  | 					continue; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				// add the subobject group if it has children in case it has both children and primitives
 | ||
|  | 				if ( subobjectInfo.group.children.length ) { | ||
|  | 
 | ||
|  | 					group.add( subobjectInfo.group ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				// transform the primitives into the local space of the parent piece and append them to
 | ||
|  | 				// to the parent primitives list.
 | ||
|  | 				const parentLineSegments = info.lineSegments; | ||
|  | 				const parentConditionalSegments = info.conditionalSegments; | ||
|  | 				const parentFaces = info.faces; | ||
|  | 
 | ||
|  | 				const lineSegments = subobjectInfo.lineSegments; | ||
|  | 				const conditionalSegments = subobjectInfo.conditionalSegments; | ||
|  | 
 | ||
|  | 				const faces = subobjectInfo.faces; | ||
|  | 				const matrix = subobject.matrix; | ||
|  | 				const inverted = subobject.inverted; | ||
|  | 				const matrixScaleInverted = matrix.determinant() < 0; | ||
|  | 				const colorCode = subobject.colorCode; | ||
|  | 
 | ||
|  | 				const lineColorCode = colorCode === MAIN_COLOUR_CODE ? MAIN_EDGE_COLOUR_CODE : colorCode; | ||
|  | 				for ( let i = 0, l = lineSegments.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 					const ls = lineSegments[ i ]; | ||
|  | 					const vertices = ls.vertices; | ||
|  | 					vertices[ 0 ].applyMatrix4( matrix ); | ||
|  | 					vertices[ 1 ].applyMatrix4( matrix ); | ||
|  | 					ls.colorCode = ls.colorCode === MAIN_EDGE_COLOUR_CODE ? lineColorCode : ls.colorCode; | ||
|  | 					ls.material = ls.material || getMaterialFromCode( ls.colorCode, ls.colorCode, info.materials, true ); | ||
|  | 
 | ||
|  | 					parentLineSegments.push( ls ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				for ( let i = 0, l = conditionalSegments.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 					const os = conditionalSegments[ i ]; | ||
|  | 					const vertices = os.vertices; | ||
|  | 					const controlPoints = os.controlPoints; | ||
|  | 					vertices[ 0 ].applyMatrix4( matrix ); | ||
|  | 					vertices[ 1 ].applyMatrix4( matrix ); | ||
|  | 					controlPoints[ 0 ].applyMatrix4( matrix ); | ||
|  | 					controlPoints[ 1 ].applyMatrix4( matrix ); | ||
|  | 					os.colorCode = os.colorCode === MAIN_EDGE_COLOUR_CODE ? lineColorCode : os.colorCode; | ||
|  | 					os.material = os.material || getMaterialFromCode( os.colorCode, os.colorCode, info.materials, true ); | ||
|  | 
 | ||
|  | 					parentConditionalSegments.push( os ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				for ( let i = 0, l = faces.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 					const tri = faces[ i ]; | ||
|  | 					const vertices = tri.vertices; | ||
|  | 					for ( let i = 0, l = vertices.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 						vertices[ i ].applyMatrix4( matrix ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					tri.colorCode = tri.colorCode === MAIN_COLOUR_CODE ? colorCode : tri.colorCode; | ||
|  | 					tri.material = tri.material || getMaterialFromCode( tri.colorCode, colorCode, info.materials, false ); | ||
|  | 					faceMaterials.add( tri.colorCode ); | ||
|  | 
 | ||
|  | 					// If the scale of the object is negated then the triangle winding order
 | ||
|  | 					// needs to be flipped.
 | ||
|  | 					if ( matrixScaleInverted !== inverted ) { | ||
|  | 
 | ||
|  | 						vertices.reverse(); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					parentFaces.push( tri ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				info.totalFaces += subobjectInfo.totalFaces; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// Apply the parent subobjects pass through material code to this object. This is done several times due
 | ||
|  | 			// to material scoping.
 | ||
|  | 			if ( subobject ) { | ||
|  | 
 | ||
|  | 				loader.applyMaterialsToMesh( group, subobject.colorCode, info.materials ); | ||
|  | 				group.userData.colorCode = subobject.colorCode; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return info; | ||
|  | 
 | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		// Track material use to see if we need to use the normal smooth slow path for hard edges.
 | ||
|  | 		for ( let i = 0, l = info.faces; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 			faceMaterials.add( info.faces[ i ].colorCode ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		await processInfoSubobjects( info ); | ||
|  | 
 | ||
|  | 		if ( loader.smoothNormals ) { | ||
|  | 
 | ||
|  | 			const checkSubSegments = faceMaterials.size > 1; | ||
|  | 			generateFaceNormals( info.faces ); | ||
|  | 			smoothNormals( info.faces, info.lineSegments, checkSubSegments ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Add the primitive objects and metadata.
 | ||
|  | 		const group = info.group; | ||
|  | 		if ( info.faces.length > 0 ) { | ||
|  | 
 | ||
|  | 			group.add( createObject( this.loader, info.faces, 3, false, info.totalFaces ) ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( info.lineSegments.length > 0 ) { | ||
|  | 
 | ||
|  | 			group.add( createObject( this.loader, info.lineSegments, 2 ) ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( info.conditionalSegments.length > 0 ) { | ||
|  | 
 | ||
|  | 			group.add( createObject( this.loader, info.conditionalSegments, 2, true ) ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return group; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	hasCachedModel( fileName ) { | ||
|  | 
 | ||
|  | 		return fileName !== null && fileName.toLowerCase() in this._cache; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	async getCachedModel( fileName ) { | ||
|  | 
 | ||
|  | 		if ( fileName !== null && this.hasCachedModel( fileName ) ) { | ||
|  | 
 | ||
|  | 			const key = fileName.toLowerCase(); | ||
|  | 			const group = await this._cache[ key ]; | ||
|  | 			return group.clone(); | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			return null; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// Loads and parses the model with the given file name. Returns a cached copy if available.
 | ||
|  | 	async loadModel( fileName ) { | ||
|  | 
 | ||
|  | 		const parseCache = this.parseCache; | ||
|  | 		const key = fileName.toLowerCase(); | ||
|  | 		if ( this.hasCachedModel( fileName ) ) { | ||
|  | 
 | ||
|  | 			// Return cached model if available.
 | ||
|  | 			return this.getCachedModel( fileName ); | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			// Otherwise parse a new model.
 | ||
|  | 			// Ensure the file data is loaded and pre parsed.
 | ||
|  | 			await parseCache.ensureDataLoaded( fileName ); | ||
|  | 
 | ||
|  | 			const info = parseCache.getData( fileName ); | ||
|  | 			const promise = this.processIntoMesh( info ); | ||
|  | 
 | ||
|  | 			// Now that the file has loaded it's possible that another part parse has been waiting in parallel
 | ||
|  | 			// so check the cache again to see if it's been added since the last async operation so we don't
 | ||
|  | 			// do unnecessary work.
 | ||
|  | 			if ( this.hasCachedModel( fileName ) ) { | ||
|  | 
 | ||
|  | 				return this.getCachedModel( fileName ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// Cache object if it's a part so it can be reused later.
 | ||
|  | 			if ( isPartType( info.type ) ) { | ||
|  | 
 | ||
|  | 				this._cache[ key ] = promise; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// return a copy
 | ||
|  | 			const group = await promise; | ||
|  | 			return group.clone(); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// parses the given model text into a renderable object. Returns cached copy if available.
 | ||
|  | 	async parseModel( text ) { | ||
|  | 
 | ||
|  | 		const parseCache = this.parseCache; | ||
|  | 		const info = parseCache.parse( text ); | ||
|  | 		if ( isPartType( info.type ) && this.hasCachedModel( info.fileName ) ) { | ||
|  | 
 | ||
|  | 			return this.getCachedModel( info.fileName ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return this.processIntoMesh( info ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | function sortByMaterial( a, b ) { | ||
|  | 
 | ||
|  | 	if ( a.colorCode === b.colorCode ) { | ||
|  | 
 | ||
|  | 		return 0; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if ( a.colorCode < b.colorCode ) { | ||
|  | 
 | ||
|  | 		return - 1; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	return 1; | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | function createObject( loader, elements, elementSize, isConditionalSegments = false, totalElements = null ) { | ||
|  | 
 | ||
|  | 	// Creates a LineSegments (elementSize = 2) or a Mesh (elementSize = 3 )
 | ||
|  | 	// With per face / segment material, implemented with mesh groups and materials array
 | ||
|  | 
 | ||
|  | 	// Sort the faces or line segments by color code to make later the mesh groups
 | ||
|  | 	elements.sort( sortByMaterial ); | ||
|  | 
 | ||
|  | 	if ( totalElements === null ) { | ||
|  | 
 | ||
|  | 		totalElements = elements.length; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	const positions = new Float32Array( elementSize * totalElements * 3 ); | ||
|  | 	const normals = elementSize === 3 ? new Float32Array( elementSize * totalElements * 3 ) : null; | ||
|  | 	const materials = []; | ||
|  | 
 | ||
|  | 	const quadArray = new Array( 6 ); | ||
|  | 	const bufferGeometry = new BufferGeometry(); | ||
|  | 	let prevMaterial = null; | ||
|  | 	let index0 = 0; | ||
|  | 	let numGroupVerts = 0; | ||
|  | 	let offset = 0; | ||
|  | 
 | ||
|  | 	for ( let iElem = 0, nElem = elements.length; iElem < nElem; iElem ++ ) { | ||
|  | 
 | ||
|  | 		const elem = elements[ iElem ]; | ||
|  | 		let vertices = elem.vertices; | ||
|  | 		if ( vertices.length === 4 ) { | ||
|  | 
 | ||
|  | 			quadArray[ 0 ] = vertices[ 0 ]; | ||
|  | 			quadArray[ 1 ] = vertices[ 1 ]; | ||
|  | 			quadArray[ 2 ] = vertices[ 2 ]; | ||
|  | 			quadArray[ 3 ] = vertices[ 0 ]; | ||
|  | 			quadArray[ 4 ] = vertices[ 2 ]; | ||
|  | 			quadArray[ 5 ] = vertices[ 3 ]; | ||
|  | 			vertices = quadArray; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		for ( let j = 0, l = vertices.length; j < l; j ++ ) { | ||
|  | 
 | ||
|  | 			const v = vertices[ j ]; | ||
|  | 			const index = offset + j * 3; | ||
|  | 			positions[ index + 0 ] = v.x; | ||
|  | 			positions[ index + 1 ] = v.y; | ||
|  | 			positions[ index + 2 ] = v.z; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// create the normals array if this is a set of faces
 | ||
|  | 		if ( elementSize === 3 ) { | ||
|  | 
 | ||
|  | 			if ( ! elem.faceNormal ) { | ||
|  | 
 | ||
|  | 				const v0 = vertices[ 0 ]; | ||
|  | 				const v1 = vertices[ 1 ]; | ||
|  | 				const v2 = vertices[ 2 ]; | ||
|  | 				_tempVec0.subVectors( v1, v0 ); | ||
|  | 				_tempVec1.subVectors( v2, v1 ); | ||
|  | 				elem.faceNormal = new Vector3() | ||
|  | 					.crossVectors( _tempVec0, _tempVec1 ) | ||
|  | 					.normalize(); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			let elemNormals = elem.normals; | ||
|  | 			if ( elemNormals.length === 4 ) { | ||
|  | 
 | ||
|  | 				quadArray[ 0 ] = elemNormals[ 0 ]; | ||
|  | 				quadArray[ 1 ] = elemNormals[ 1 ]; | ||
|  | 				quadArray[ 2 ] = elemNormals[ 2 ]; | ||
|  | 				quadArray[ 3 ] = elemNormals[ 0 ]; | ||
|  | 				quadArray[ 4 ] = elemNormals[ 2 ]; | ||
|  | 				quadArray[ 5 ] = elemNormals[ 3 ]; | ||
|  | 				elemNormals = quadArray; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			for ( let j = 0, l = elemNormals.length; j < l; j ++ ) { | ||
|  | 
 | ||
|  | 				// use face normal if a vertex normal is not provided
 | ||
|  | 				let n = elem.faceNormal; | ||
|  | 				if ( elemNormals[ j ] ) { | ||
|  | 
 | ||
|  | 					n = elemNormals[ j ].norm; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				const index = offset + j * 3; | ||
|  | 				normals[ index + 0 ] = n.x; | ||
|  | 				normals[ index + 1 ] = n.y; | ||
|  | 				normals[ index + 2 ] = n.z; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( prevMaterial !== elem.colorCode ) { | ||
|  | 
 | ||
|  | 			if ( prevMaterial !== null ) { | ||
|  | 
 | ||
|  | 				bufferGeometry.addGroup( index0, numGroupVerts, materials.length - 1 ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const material = elem.material; | ||
|  | 
 | ||
|  | 			if ( material !== null ) { | ||
|  | 
 | ||
|  | 				if ( elementSize === 3 ) { | ||
|  | 
 | ||
|  | 					materials.push( material ); | ||
|  | 
 | ||
|  | 				} else if ( elementSize === 2 ) { | ||
|  | 
 | ||
|  | 					if ( isConditionalSegments ) { | ||
|  | 
 | ||
|  | 						const edgeMaterial = loader.edgeMaterialCache.get( material ); | ||
|  | 
 | ||
|  | 						materials.push( loader.conditionalEdgeMaterialCache.get( edgeMaterial ) ); | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						materials.push( loader.edgeMaterialCache.get( material ) ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				// If a material has not been made available yet then keep the color code string in the material array
 | ||
|  | 				// to save the spot for the material once a parent scopes materials are being applied to the object.
 | ||
|  | 				materials.push( elem.colorCode ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			prevMaterial = elem.colorCode; | ||
|  | 			index0 = offset / 3; | ||
|  | 			numGroupVerts = vertices.length; | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			numGroupVerts += vertices.length; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		offset += 3 * vertices.length; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if ( numGroupVerts > 0 ) { | ||
|  | 
 | ||
|  | 		bufferGeometry.addGroup( index0, Infinity, materials.length - 1 ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	bufferGeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) ); | ||
|  | 
 | ||
|  | 	if ( normals !== null ) { | ||
|  | 
 | ||
|  | 		bufferGeometry.setAttribute( 'normal', new BufferAttribute( normals, 3 ) ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	let object3d = null; | ||
|  | 
 | ||
|  | 	if ( elementSize === 2 ) { | ||
|  | 
 | ||
|  | 		if ( isConditionalSegments ) { | ||
|  | 
 | ||
|  | 			object3d = new ConditionalLineSegments( bufferGeometry, materials.length === 1 ? materials[ 0 ] : materials ); | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			object3d = new LineSegments( bufferGeometry, materials.length === 1 ? materials[ 0 ] : materials ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} else if ( elementSize === 3 ) { | ||
|  | 
 | ||
|  | 		object3d = new Mesh( bufferGeometry, materials.length === 1 ? materials[ 0 ] : materials ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if ( isConditionalSegments ) { | ||
|  | 
 | ||
|  | 		object3d.isConditionalLine = true; | ||
|  | 
 | ||
|  | 		const controlArray0 = new Float32Array( elements.length * 3 * 2 ); | ||
|  | 		const controlArray1 = new Float32Array( elements.length * 3 * 2 ); | ||
|  | 		const directionArray = new Float32Array( elements.length * 3 * 2 ); | ||
|  | 		for ( let i = 0, l = elements.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 			const os = elements[ i ]; | ||
|  | 			const vertices = os.vertices; | ||
|  | 			const controlPoints = os.controlPoints; | ||
|  | 			const c0 = controlPoints[ 0 ]; | ||
|  | 			const c1 = controlPoints[ 1 ]; | ||
|  | 			const v0 = vertices[ 0 ]; | ||
|  | 			const v1 = vertices[ 1 ]; | ||
|  | 			const index = i * 3 * 2; | ||
|  | 			controlArray0[ index + 0 ] = c0.x; | ||
|  | 			controlArray0[ index + 1 ] = c0.y; | ||
|  | 			controlArray0[ index + 2 ] = c0.z; | ||
|  | 			controlArray0[ index + 3 ] = c0.x; | ||
|  | 			controlArray0[ index + 4 ] = c0.y; | ||
|  | 			controlArray0[ index + 5 ] = c0.z; | ||
|  | 
 | ||
|  | 			controlArray1[ index + 0 ] = c1.x; | ||
|  | 			controlArray1[ index + 1 ] = c1.y; | ||
|  | 			controlArray1[ index + 2 ] = c1.z; | ||
|  | 			controlArray1[ index + 3 ] = c1.x; | ||
|  | 			controlArray1[ index + 4 ] = c1.y; | ||
|  | 			controlArray1[ index + 5 ] = c1.z; | ||
|  | 
 | ||
|  | 			directionArray[ index + 0 ] = v1.x - v0.x; | ||
|  | 			directionArray[ index + 1 ] = v1.y - v0.y; | ||
|  | 			directionArray[ index + 2 ] = v1.z - v0.z; | ||
|  | 			directionArray[ index + 3 ] = v1.x - v0.x; | ||
|  | 			directionArray[ index + 4 ] = v1.y - v0.y; | ||
|  | 			directionArray[ index + 5 ] = v1.z - v0.z; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		bufferGeometry.setAttribute( 'control0', new BufferAttribute( controlArray0, 3, false ) ); | ||
|  | 		bufferGeometry.setAttribute( 'control1', new BufferAttribute( controlArray1, 3, false ) ); | ||
|  | 		bufferGeometry.setAttribute( 'direction', new BufferAttribute( directionArray, 3, false ) ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	return object3d; | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | //
 | ||
|  | 
 | ||
|  | class LDrawLoader extends Loader { | ||
|  | 
 | ||
|  | 	constructor( manager ) { | ||
|  | 
 | ||
|  | 		super( manager ); | ||
|  | 
 | ||
|  | 		// Array of THREE.Material
 | ||
|  | 		this.materials = []; | ||
|  | 		this.materialLibrary = {}; | ||
|  | 		this.edgeMaterialCache = new WeakMap(); | ||
|  | 		this.conditionalEdgeMaterialCache = new WeakMap(); | ||
|  | 
 | ||
|  | 		// This also allows to handle the embedded text files ("0 FILE" lines)
 | ||
|  | 		this.partsCache = new LDrawPartsGeometryCache( this ); | ||
|  | 
 | ||
|  | 		// This object is a map from file names to paths. It agilizes the paths search. If it is not set then files will be searched by trial and error.
 | ||
|  | 		this.fileMap = {}; | ||
|  | 
 | ||
|  | 		// Initializes the materials library with default materials
 | ||
|  | 		this.setMaterials( [] ); | ||
|  | 
 | ||
|  | 		// If this flag is set to true the vertex normals will be smoothed.
 | ||
|  | 		this.smoothNormals = true; | ||
|  | 
 | ||
|  | 		// The path to load parts from the LDraw parts library from.
 | ||
|  | 		this.partsLibraryPath = ''; | ||
|  | 
 | ||
|  | 		// Material assigned to not available colors for meshes and edges
 | ||
|  | 		this.missingColorMaterial = new MeshStandardMaterial( { name: Loader.DEFAULT_MATERIAL_NAME, color: 0xFF00FF, roughness: 0.3, metalness: 0 } ); | ||
|  | 		this.missingEdgeColorMaterial = new LineBasicMaterial( { name: Loader.DEFAULT_MATERIAL_NAME, color: 0xFF00FF } ); | ||
|  | 		this.missingConditionalEdgeColorMaterial = new LDrawConditionalLineMaterial( { name: Loader.DEFAULT_MATERIAL_NAME, fog: true, color: 0xFF00FF } ); | ||
|  | 		this.edgeMaterialCache.set( this.missingColorMaterial, this.missingEdgeColorMaterial ); | ||
|  | 		this.conditionalEdgeMaterialCache.set( this.missingEdgeColorMaterial, this.missingConditionalEdgeColorMaterial ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	setPartsLibraryPath( path ) { | ||
|  | 
 | ||
|  | 		this.partsLibraryPath = path; | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	async preloadMaterials( url ) { | ||
|  | 
 | ||
|  | 		const fileLoader = new FileLoader( this.manager ); | ||
|  | 		fileLoader.setPath( this.path ); | ||
|  | 		fileLoader.setRequestHeader( this.requestHeader ); | ||
|  | 		fileLoader.setWithCredentials( this.withCredentials ); | ||
|  | 
 | ||
|  | 		const text = await fileLoader.loadAsync( url ); | ||
|  | 		const colorLineRegex = /^0 !COLOUR/; | ||
|  | 		const lines = text.split( /[\n\r]/g ); | ||
|  | 		const materials = []; | ||
|  | 		for ( let i = 0, l = lines.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 			const line = lines[ i ]; | ||
|  | 			if ( colorLineRegex.test( line ) ) { | ||
|  | 
 | ||
|  | 				const directive = line.replace( colorLineRegex, '' ); | ||
|  | 				const material = this.parseColorMetaDirective( new LineParser( directive ) ); | ||
|  | 				materials.push( material ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		this.setMaterials( materials ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	load( url, onLoad, onProgress, onError ) { | ||
|  | 
 | ||
|  | 		const fileLoader = new FileLoader( this.manager ); | ||
|  | 		fileLoader.setPath( this.path ); | ||
|  | 		fileLoader.setRequestHeader( this.requestHeader ); | ||
|  | 		fileLoader.setWithCredentials( this.withCredentials ); | ||
|  | 		fileLoader.load( url, text => { | ||
|  | 
 | ||
|  | 			this.partsCache | ||
|  | 				.parseModel( text, this.materialLibrary ) | ||
|  | 				.then( group => { | ||
|  | 
 | ||
|  | 					this.applyMaterialsToMesh( group, MAIN_COLOUR_CODE, this.materialLibrary, true ); | ||
|  | 					this.computeBuildingSteps( group ); | ||
|  | 					group.userData.fileName = url; | ||
|  | 					onLoad( group ); | ||
|  | 
 | ||
|  | 				} ) | ||
|  | 				.catch( onError ); | ||
|  | 
 | ||
|  | 		}, onProgress, onError ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	parse( text, onLoad ) { | ||
|  | 
 | ||
|  | 		this.partsCache | ||
|  | 			.parseModel( text, this.materialLibrary ) | ||
|  | 			.then( group => { | ||
|  | 
 | ||
|  | 				this.applyMaterialsToMesh( group, MAIN_COLOUR_CODE, this.materialLibrary, true ); | ||
|  | 				this.computeBuildingSteps( group ); | ||
|  | 				group.userData.fileName = ''; | ||
|  | 				onLoad( group ); | ||
|  | 
 | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	setMaterials( materials ) { | ||
|  | 
 | ||
|  | 		this.materialLibrary = {}; | ||
|  | 		this.materials = []; | ||
|  | 		for ( let i = 0, l = materials.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 			this.addMaterial( materials[ i ] ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Add default main triangle and line edge materials (used in pieces that can be colored with a main color)
 | ||
|  | 		this.addMaterial( this.parseColorMetaDirective( new LineParser( 'Main_Colour CODE 16 VALUE #FF8080 EDGE #333333' ) ) ); | ||
|  | 		this.addMaterial( this.parseColorMetaDirective( new LineParser( 'Edge_Colour CODE 24 VALUE #A0A0A0 EDGE #333333' ) ) ); | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	setFileMap( fileMap ) { | ||
|  | 
 | ||
|  | 		this.fileMap = fileMap; | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	addMaterial( material ) { | ||
|  | 
 | ||
|  | 		// Adds a material to the material library which is on top of the parse scopes stack. And also to the materials array
 | ||
|  | 
 | ||
|  | 		const matLib = this.materialLibrary; | ||
|  | 		if ( ! matLib[ material.userData.code ] ) { | ||
|  | 
 | ||
|  | 			this.materials.push( material ); | ||
|  | 			matLib[ material.userData.code ] = material; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getMaterial( colorCode ) { | ||
|  | 
 | ||
|  | 		if ( colorCode.startsWith( '0x2' ) ) { | ||
|  | 
 | ||
|  | 			// Special 'direct' material value (RGB color)
 | ||
|  | 			const color = colorCode.substring( 3 ); | ||
|  | 
 | ||
|  | 			return this.parseColorMetaDirective( new LineParser( 'Direct_Color_' + color + ' CODE -1 VALUE #' + color + ' EDGE #' + color + '' ) ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return this.materialLibrary[ colorCode ] || null; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// Applies the appropriate materials to a prebuilt hierarchy of geometry. Assumes that color codes are present
 | ||
|  | 	// in the material array if they need to be filled in.
 | ||
|  | 	applyMaterialsToMesh( group, parentColorCode, materialHierarchy, finalMaterialPass = false ) { | ||
|  | 
 | ||
|  | 		// find any missing materials as indicated by a color code string and replace it with a material from the current material lib
 | ||
|  | 		const loader = this; | ||
|  | 		const parentIsPassthrough = parentColorCode === MAIN_COLOUR_CODE; | ||
|  | 		group.traverse( c => { | ||
|  | 
 | ||
|  | 			if ( c.isMesh || c.isLineSegments ) { | ||
|  | 
 | ||
|  | 				if ( Array.isArray( c.material ) ) { | ||
|  | 
 | ||
|  | 					for ( let i = 0, l = c.material.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 						if ( ! c.material[ i ].isMaterial ) { | ||
|  | 
 | ||
|  | 							c.material[ i ] = getMaterial( c, c.material[ i ] ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} else if ( ! c.material.isMaterial ) { | ||
|  | 
 | ||
|  | 					c.material = getMaterial( c, c.material ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 
 | ||
|  | 		// Returns the appropriate material for the object (line or face) given color code. If the code is "pass through"
 | ||
|  | 		// (24 for lines, 16 for edges) then the pass through color code is used. If that is also pass through then it's
 | ||
|  | 		// simply returned for the subsequent material application.
 | ||
|  | 		function getMaterial( c, colorCode ) { | ||
|  | 
 | ||
|  | 			// if our parent is a passthrough color code and we don't have the current material color available then
 | ||
|  | 			// return early.
 | ||
|  | 			if ( parentIsPassthrough && ! ( colorCode in materialHierarchy ) && ! finalMaterialPass ) { | ||
|  | 
 | ||
|  | 				return colorCode; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const forEdge = c.isLineSegments || c.isConditionalLine; | ||
|  | 			const isPassthrough = ! forEdge && colorCode === MAIN_COLOUR_CODE || forEdge && colorCode === MAIN_EDGE_COLOUR_CODE; | ||
|  | 			if ( isPassthrough ) { | ||
|  | 
 | ||
|  | 				colorCode = parentColorCode; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			let material = null; | ||
|  | 			if ( colorCode in materialHierarchy ) { | ||
|  | 
 | ||
|  | 				material = materialHierarchy[ colorCode ]; | ||
|  | 
 | ||
|  | 			} else if ( finalMaterialPass ) { | ||
|  | 
 | ||
|  | 				// see if we can get the final material from from the "getMaterial" function which will attempt to
 | ||
|  | 				// parse the "direct" colors
 | ||
|  | 				material = loader.getMaterial( colorCode ); | ||
|  | 				if ( material === null ) { | ||
|  | 
 | ||
|  | 					// otherwise throw a warning if this is final opportunity to set the material
 | ||
|  | 					console.warn( `LDrawLoader: Material properties for code ${ colorCode } not available.` ); | ||
|  | 
 | ||
|  | 					// And return the 'missing color' material
 | ||
|  | 					material = loader.missingColorMaterial; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				return colorCode; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( c.isLineSegments ) { | ||
|  | 
 | ||
|  | 				material = loader.edgeMaterialCache.get( material ); | ||
|  | 
 | ||
|  | 				if ( c.isConditionalLine ) { | ||
|  | 
 | ||
|  | 					material = loader.conditionalEdgeMaterialCache.get( material ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return material; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getMainMaterial() { | ||
|  | 
 | ||
|  | 		return this.getMaterial( MAIN_COLOUR_CODE ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getMainEdgeMaterial() { | ||
|  | 
 | ||
|  | 		const mat = this.getMaterial( MAIN_EDGE_COLOUR_CODE ); | ||
|  | 		return mat ? this.edgeMaterialCache.get( mat ) : null; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	parseColorMetaDirective( lineParser ) { | ||
|  | 
 | ||
|  | 		// Parses a color definition and returns a THREE.Material
 | ||
|  | 
 | ||
|  | 		let code = null; | ||
|  | 
 | ||
|  | 		// Triangle and line colors
 | ||
|  | 		let fillColor = '#FF00FF'; | ||
|  | 		let edgeColor = '#FF00FF'; | ||
|  | 
 | ||
|  | 		// Transparency
 | ||
|  | 		let alpha = 1; | ||
|  | 		let isTransparent = false; | ||
|  | 		// Self-illumination:
 | ||
|  | 		let luminance = 0; | ||
|  | 
 | ||
|  | 		let finishType = FINISH_TYPE_DEFAULT; | ||
|  | 
 | ||
|  | 		let edgeMaterial = null; | ||
|  | 
 | ||
|  | 		const name = lineParser.getToken(); | ||
|  | 		if ( ! name ) { | ||
|  | 
 | ||
|  | 			throw new Error( 'LDrawLoader: Material name was expected after "!COLOUR tag' + lineParser.getLineNumberString() + '.' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Parse tag tokens and their parameters
 | ||
|  | 		let token = null; | ||
|  | 		while ( true ) { | ||
|  | 
 | ||
|  | 			token = lineParser.getToken(); | ||
|  | 
 | ||
|  | 			if ( ! token ) { | ||
|  | 
 | ||
|  | 				break; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( ! parseLuminance( token ) ) { | ||
|  | 
 | ||
|  | 				switch ( token.toUpperCase() ) { | ||
|  | 
 | ||
|  | 					case 'CODE': | ||
|  | 
 | ||
|  | 						code = lineParser.getToken(); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'VALUE': | ||
|  | 
 | ||
|  | 						fillColor = lineParser.getToken(); | ||
|  | 						if ( fillColor.startsWith( '0x' ) ) { | ||
|  | 
 | ||
|  | 							fillColor = '#' + fillColor.substring( 2 ); | ||
|  | 
 | ||
|  | 						} else if ( ! fillColor.startsWith( '#' ) ) { | ||
|  | 
 | ||
|  | 							throw new Error( 'LDrawLoader: Invalid color while parsing material' + lineParser.getLineNumberString() + '.' ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'EDGE': | ||
|  | 
 | ||
|  | 						edgeColor = lineParser.getToken(); | ||
|  | 						if ( edgeColor.startsWith( '0x' ) ) { | ||
|  | 
 | ||
|  | 							edgeColor = '#' + edgeColor.substring( 2 ); | ||
|  | 
 | ||
|  | 						} else if ( ! edgeColor.startsWith( '#' ) ) { | ||
|  | 
 | ||
|  | 							// Try to see if edge color is a color code
 | ||
|  | 							edgeMaterial = this.getMaterial( edgeColor ); | ||
|  | 							if ( ! edgeMaterial ) { | ||
|  | 
 | ||
|  | 								throw new Error( 'LDrawLoader: Invalid edge color while parsing material' + lineParser.getLineNumberString() + '.' ); | ||
|  | 
 | ||
|  | 							} | ||
|  | 
 | ||
|  | 							// Get the edge material for this triangle material
 | ||
|  | 							edgeMaterial = this.edgeMaterialCache.get( edgeMaterial ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'ALPHA': | ||
|  | 
 | ||
|  | 						alpha = parseInt( lineParser.getToken() ); | ||
|  | 
 | ||
|  | 						if ( isNaN( alpha ) ) { | ||
|  | 
 | ||
|  | 							throw new Error( 'LDrawLoader: Invalid alpha value in material definition' + lineParser.getLineNumberString() + '.' ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						alpha = Math.max( 0, Math.min( 1, alpha / 255 ) ); | ||
|  | 
 | ||
|  | 						if ( alpha < 1 ) { | ||
|  | 
 | ||
|  | 							isTransparent = true; | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'LUMINANCE': | ||
|  | 
 | ||
|  | 						if ( ! parseLuminance( lineParser.getToken() ) ) { | ||
|  | 
 | ||
|  | 							throw new Error( 'LDrawLoader: Invalid luminance value in material definition' + LineParser.getLineNumberString() + '.' ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'CHROME': | ||
|  | 						finishType = FINISH_TYPE_CHROME; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'PEARLESCENT': | ||
|  | 						finishType = FINISH_TYPE_PEARLESCENT; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'RUBBER': | ||
|  | 						finishType = FINISH_TYPE_RUBBER; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'MATTE_METALLIC': | ||
|  | 						finishType = FINISH_TYPE_MATTE_METALLIC; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'METAL': | ||
|  | 						finishType = FINISH_TYPE_METAL; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'MATERIAL': | ||
|  | 						// Not implemented
 | ||
|  | 						lineParser.setToEnd(); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						throw new Error( 'LDrawLoader: Unknown token "' + token + '" while parsing material' + lineParser.getLineNumberString() + '.' ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		let material = null; | ||
|  | 
 | ||
|  | 		switch ( finishType ) { | ||
|  | 
 | ||
|  | 			case FINISH_TYPE_DEFAULT: | ||
|  | 
 | ||
|  | 				material = new MeshStandardMaterial( { roughness: 0.3, metalness: 0 } ); | ||
|  | 				break; | ||
|  | 
 | ||
|  | 			case FINISH_TYPE_PEARLESCENT: | ||
|  | 
 | ||
|  | 				// Try to imitate pearlescency by making the surface glossy
 | ||
|  | 				material = new MeshStandardMaterial( { roughness: 0.3, metalness: 0.25 } ); | ||
|  | 				break; | ||
|  | 
 | ||
|  | 			case FINISH_TYPE_CHROME: | ||
|  | 
 | ||
|  | 				// Mirror finish surface
 | ||
|  | 				material = new MeshStandardMaterial( { roughness: 0, metalness: 1 } ); | ||
|  | 				break; | ||
|  | 
 | ||
|  | 			case FINISH_TYPE_RUBBER: | ||
|  | 
 | ||
|  | 				// Rubber finish
 | ||
|  | 				material = new MeshStandardMaterial( { roughness: 0.9, metalness: 0 } ); | ||
|  | 				break; | ||
|  | 
 | ||
|  | 			case FINISH_TYPE_MATTE_METALLIC: | ||
|  | 
 | ||
|  | 				// Brushed metal finish
 | ||
|  | 				material = new MeshStandardMaterial( { roughness: 0.8, metalness: 0.4 } ); | ||
|  | 				break; | ||
|  | 
 | ||
|  | 			case FINISH_TYPE_METAL: | ||
|  | 
 | ||
|  | 				// Average metal finish
 | ||
|  | 				material = new MeshStandardMaterial( { roughness: 0.2, metalness: 0.85 } ); | ||
|  | 				break; | ||
|  | 
 | ||
|  | 			default: | ||
|  | 				// Should not happen
 | ||
|  | 				break; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		material.color.setStyle( fillColor, COLOR_SPACE_LDRAW ); | ||
|  | 		material.transparent = isTransparent; | ||
|  | 		material.premultipliedAlpha = true; | ||
|  | 		material.opacity = alpha; | ||
|  | 		material.depthWrite = ! isTransparent; | ||
|  | 
 | ||
|  | 		material.polygonOffset = true; | ||
|  | 		material.polygonOffsetFactor = 1; | ||
|  | 
 | ||
|  | 		if ( luminance !== 0 ) { | ||
|  | 
 | ||
|  | 			material.emissive.setStyle( fillColor, COLOR_SPACE_LDRAW ).multiplyScalar( luminance ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( ! edgeMaterial ) { | ||
|  | 
 | ||
|  | 			// This is the material used for edges
 | ||
|  | 			edgeMaterial = new LineBasicMaterial( { | ||
|  | 				color: new Color().setStyle( edgeColor, COLOR_SPACE_LDRAW ), | ||
|  | 				transparent: isTransparent, | ||
|  | 				opacity: alpha, | ||
|  | 				depthWrite: ! isTransparent | ||
|  | 			} ); | ||
|  | 			edgeMaterial.color; | ||
|  | 			edgeMaterial.userData.code = code; | ||
|  | 			edgeMaterial.name = name + ' - Edge'; | ||
|  | 
 | ||
|  | 			// This is the material used for conditional edges
 | ||
|  | 			const conditionalEdgeMaterial = new LDrawConditionalLineMaterial( { | ||
|  | 
 | ||
|  | 				fog: true, | ||
|  | 				transparent: isTransparent, | ||
|  | 				depthWrite: ! isTransparent, | ||
|  | 				color: new Color().setStyle( edgeColor, COLOR_SPACE_LDRAW ), | ||
|  | 				opacity: alpha, | ||
|  | 
 | ||
|  | 			} ); | ||
|  | 			conditionalEdgeMaterial.userData.code = code; | ||
|  | 			conditionalEdgeMaterial.name = name + ' - Conditional Edge'; | ||
|  | 
 | ||
|  | 			this.conditionalEdgeMaterialCache.set( edgeMaterial, conditionalEdgeMaterial ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		material.userData.code = code; | ||
|  | 		material.name = name; | ||
|  | 
 | ||
|  | 		this.edgeMaterialCache.set( material, edgeMaterial ); | ||
|  | 
 | ||
|  | 		this.addMaterial( material ); | ||
|  | 
 | ||
|  | 		return material; | ||
|  | 
 | ||
|  | 		function parseLuminance( token ) { | ||
|  | 
 | ||
|  | 			// Returns success
 | ||
|  | 
 | ||
|  | 			let lum; | ||
|  | 
 | ||
|  | 			if ( token.startsWith( 'LUMINANCE' ) ) { | ||
|  | 
 | ||
|  | 				lum = parseInt( token.substring( 9 ) ); | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				lum = parseInt( token ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( isNaN( lum ) ) { | ||
|  | 
 | ||
|  | 				return false; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			luminance = Math.max( 0, Math.min( 1, lum / 255 ) ); | ||
|  | 
 | ||
|  | 			return true; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	computeBuildingSteps( model ) { | ||
|  | 
 | ||
|  | 		// Sets userdata.buildingStep number in Group objects and userData.numBuildingSteps number in the root Group object.
 | ||
|  | 
 | ||
|  | 		let stepNumber = 0; | ||
|  | 
 | ||
|  | 		model.traverse( c => { | ||
|  | 
 | ||
|  | 			if ( c.isGroup ) { | ||
|  | 
 | ||
|  | 				if ( c.userData.startingBuildingStep ) { | ||
|  | 
 | ||
|  | 					stepNumber ++; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				c.userData.buildingStep = stepNumber; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		model.userData.numBuildingSteps = stepNumber + 1; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | export { LDrawLoader }; |