2471 lines
		
	
	
		
			56 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			2471 lines
		
	
	
		
			56 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import {
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| 	BufferAttribute,
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| 	BufferGeometry,
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| 	Color,
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| 	FileLoader,
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| 	Group,
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| 	LineBasicMaterial,
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| 	LineSegments,
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| 	Loader,
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| 	Matrix4,
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| 	Mesh,
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| 	MeshStandardMaterial,
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| 	ShaderMaterial,
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| 	SRGBColorSpace,
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| 	UniformsLib,
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| 	UniformsUtils,
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| 	Vector3,
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| 	Ray
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| } from 'three';
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| 
 | |
| // Special surface finish tag types.
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| // Note: "MATERIAL" tag (e.g. GLITTER, SPECKLE) is not implemented
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| const FINISH_TYPE_DEFAULT = 0;
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| const FINISH_TYPE_CHROME = 1;
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| const FINISH_TYPE_PEARLESCENT = 2;
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| const FINISH_TYPE_RUBBER = 3;
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| const FINISH_TYPE_MATTE_METALLIC = 4;
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| const FINISH_TYPE_METAL = 5;
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| 
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| // State machine to search a subobject path.
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| // The LDraw standard establishes these various possible subfolders.
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| const FILE_LOCATION_TRY_PARTS = 0;
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| const FILE_LOCATION_TRY_P = 1;
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| const FILE_LOCATION_TRY_MODELS = 2;
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| const FILE_LOCATION_AS_IS = 3;
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| const FILE_LOCATION_TRY_RELATIVE = 4;
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| const FILE_LOCATION_TRY_ABSOLUTE = 5;
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| const FILE_LOCATION_NOT_FOUND = 6;
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| 
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| const MAIN_COLOUR_CODE = '16';
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| const MAIN_EDGE_COLOUR_CODE = '24';
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| 
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| const COLOR_SPACE_LDRAW = SRGBColorSpace;
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| 
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| const _tempVec0 = new Vector3();
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| const _tempVec1 = new Vector3();
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| 
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| class LDrawConditionalLineMaterial extends ShaderMaterial {
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| 
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| 	constructor( parameters ) {
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| 
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| 		super( {
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| 
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| 			uniforms: UniformsUtils.merge( [
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| 				UniformsLib.fog,
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| 				{
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| 					diffuse: {
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| 						value: new Color()
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| 					},
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| 					opacity: {
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| 						value: 1.0
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| 					}
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| 				}
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| 			] ),
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| 
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| 			vertexShader: /* glsl */`
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| 				attribute vec3 control0;
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| 				attribute vec3 control1;
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| 				attribute vec3 direction;
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| 				varying float discardFlag;
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| 
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| 				#include <common>
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| 				#include <color_pars_vertex>
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| 				#include <fog_pars_vertex>
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| 				#include <logdepthbuf_pars_vertex>
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| 				#include <clipping_planes_pars_vertex>
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| 				void main() {
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| 					#include <color_vertex>
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| 
 | |
| 					vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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| 					gl_Position = projectionMatrix * mvPosition;
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| 
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| 					// Transform the line segment ends and control points into camera clip space
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| 					vec4 c0 = projectionMatrix * modelViewMatrix * vec4( control0, 1.0 );
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| 					vec4 c1 = projectionMatrix * modelViewMatrix * vec4( control1, 1.0 );
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| 					vec4 p0 = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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| 					vec4 p1 = projectionMatrix * modelViewMatrix * vec4( position + direction, 1.0 );
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| 
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| 					c0.xy /= c0.w;
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| 					c1.xy /= c1.w;
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| 					p0.xy /= p0.w;
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| 					p1.xy /= p1.w;
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| 
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| 					// Get the direction of the segment and an orthogonal vector
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| 					vec2 dir = p1.xy - p0.xy;
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| 					vec2 norm = vec2( -dir.y, dir.x );
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| 
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| 					// Get control point directions from the line
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| 					vec2 c0dir = c0.xy - p1.xy;
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| 					vec2 c1dir = c1.xy - p1.xy;
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| 
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| 					// If the vectors to the controls points are pointed in different directions away
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| 					// from the line segment then the line should not be drawn.
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| 					float d0 = dot( normalize( norm ), normalize( c0dir ) );
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| 					float d1 = dot( normalize( norm ), normalize( c1dir ) );
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| 					discardFlag = float( sign( d0 ) != sign( d1 ) );
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| 
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| 					#include <logdepthbuf_vertex>
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| 					#include <clipping_planes_vertex>
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| 					#include <fog_vertex>
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| 				}
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| 			`,
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| 
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| 			fragmentShader: /* glsl */`
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| 			uniform vec3 diffuse;
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| 			uniform float opacity;
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| 			varying float discardFlag;
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| 
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| 			#include <common>
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| 			#include <color_pars_fragment>
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| 			#include <fog_pars_fragment>
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| 			#include <logdepthbuf_pars_fragment>
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| 			#include <clipping_planes_pars_fragment>
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| 			void main() {
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| 
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| 				if ( discardFlag > 0.5 ) discard;
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| 
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| 				#include <clipping_planes_fragment>
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| 				vec3 outgoingLight = vec3( 0.0 );
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| 				vec4 diffuseColor = vec4( diffuse, opacity );
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| 				#include <logdepthbuf_fragment>
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| 				#include <color_fragment>
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| 				outgoingLight = diffuseColor.rgb; // simple shader
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| 				gl_FragColor = vec4( outgoingLight, diffuseColor.a );
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| 				#include <tonemapping_fragment>
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| 				#include <colorspace_fragment>
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| 				#include <fog_fragment>
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| 				#include <premultiplied_alpha_fragment>
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| 			}
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| 			`,
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| 
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| 		} );
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| 
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| 		Object.defineProperties( this, {
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| 
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| 			opacity: {
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| 				get: function () {
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| 
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| 					return this.uniforms.opacity.value;
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| 
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| 				},
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| 
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| 				set: function ( value ) {
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| 
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| 					this.uniforms.opacity.value = value;
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| 
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| 				}
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| 			},
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| 
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| 			color: {
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| 				get: function () {
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| 
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| 					return this.uniforms.diffuse.value;
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| 
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| 				}
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| 			}
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| 
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| 		} );
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| 
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| 		this.setValues( parameters );
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| 		this.isLDrawConditionalLineMaterial = true;
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| 
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| 	}
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| 
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| }
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| 
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| class ConditionalLineSegments extends LineSegments {
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| 
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| 	constructor( geometry, material ) {
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| 
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| 		super( geometry, material );
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| 		this.isConditionalLine = true;
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| 
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| 	}
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| 
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| }
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| 
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| function generateFaceNormals( faces ) {
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| 
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| 	for ( let i = 0, l = faces.length; i < l; i ++ ) {
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| 
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| 		const face = faces[ i ];
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| 		const vertices = face.vertices;
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| 		const v0 = vertices[ 0 ];
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| 		const v1 = vertices[ 1 ];
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| 		const v2 = vertices[ 2 ];
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| 
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| 		_tempVec0.subVectors( v1, v0 );
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| 		_tempVec1.subVectors( v2, v1 );
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| 		face.faceNormal = new Vector3()
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| 			.crossVectors( _tempVec0, _tempVec1 )
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| 			.normalize();
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| 
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| 	}
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| 
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| }
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| 
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| const _ray = new Ray();
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| function smoothNormals( faces, lineSegments, checkSubSegments = false ) {
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| 
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| 	// NOTE: 1e2 is pretty coarse but was chosen to quantize the resulting value because
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| 	// it allows edges to be smoothed as expected (see minifig arms).
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| 	// --
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| 	// And the vector values are initialize multiplied by 1 + 1e-10 to account for floating
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| 	// point errors on vertices along quantization boundaries. Ie after matrix multiplication
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| 	// vertices that should be merged might be set to "1.7" and "1.6999..." meaning they won't
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| 	// get merged. This added epsilon attempts to push these error values to the same quantized
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| 	// value for the sake of hashing. See "AT-ST mini" dishes. See mrdoob/three#23169.
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| 
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| 	const hashMultiplier = ( 1 + 1e-10 ) * 1e2;
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| 	function hashVertex( v ) {
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| 
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| 		const x = ~ ~ ( v.x * hashMultiplier );
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| 		const y = ~ ~ ( v.y * hashMultiplier );
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| 		const z = ~ ~ ( v.z * hashMultiplier );
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| 
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| 		return `${ x },${ y },${ z }`;
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| 
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| 	}
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| 
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| 	function hashEdge( v0, v1 ) {
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| 
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| 		return `${ hashVertex( v0 ) }_${ hashVertex( v1 ) }`;
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| 
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| 	}
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| 
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| 	// converts the two vertices to a ray with a normalized direction and origin of 0, 0, 0 projected
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| 	// onto the original line.
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| 	function toNormalizedRay( v0, v1, targetRay ) {
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| 
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| 		targetRay.direction.subVectors( v1, v0 ).normalize();
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| 
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| 		const scalar = v0.dot( targetRay.direction );
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| 		targetRay.origin.copy( v0 ).addScaledVector( targetRay.direction, - scalar );
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| 
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| 		return targetRay;
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| 
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| 	}
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| 
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| 	function hashRay( ray ) {
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| 
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| 		return hashEdge( ray.origin, ray.direction );
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| 
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| 	}
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| 
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| 	const hardEdges = new Set();
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| 	const hardEdgeRays = new Map();
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| 	const halfEdgeList = {};
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| 	const normals = [];
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| 
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| 	// Save the list of hard edges by hash
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| 	for ( let i = 0, l = lineSegments.length; i < l; i ++ ) {
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| 
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| 		const ls = lineSegments[ i ];
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| 		const vertices = ls.vertices;
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| 		const v0 = vertices[ 0 ];
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| 		const v1 = vertices[ 1 ];
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| 		hardEdges.add( hashEdge( v0, v1 ) );
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| 		hardEdges.add( hashEdge( v1, v0 ) );
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| 
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| 		// only generate the hard edge ray map if we're checking subsegments because it's more expensive to check
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| 		// and requires more memory.
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| 		if ( checkSubSegments ) {
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| 
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| 			// add both ray directions to the map
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| 			const ray = toNormalizedRay( v0, v1, new Ray() );
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| 			const rh1 = hashRay( ray );
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| 			if ( ! hardEdgeRays.has( rh1 ) ) {
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| 
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| 				toNormalizedRay( v1, v0, ray );
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| 				const rh2 = hashRay( ray );
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| 
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| 				const info = {
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| 					ray,
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| 					distances: [],
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| 				};
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| 
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| 				hardEdgeRays.set( rh1, info );
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| 				hardEdgeRays.set( rh2, info );
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| 
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| 			}
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| 
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| 			// store both segments ends in min, max order in the distances array to check if a face edge is a
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| 			// subsegment later.
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| 			const info = hardEdgeRays.get( rh1 );
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| 			let d0 = info.ray.direction.dot( v0 );
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| 			let d1 = info.ray.direction.dot( v1 );
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| 			if ( d0 > d1 ) {
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| 
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| 				[ d0, d1 ] = [ d1, d0 ];
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| 
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| 			}
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| 
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| 			info.distances.push( d0, d1 );
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| 
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| 		}
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| 
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| 	}
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| 
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| 	// track the half edges associated with each triangle
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| 	for ( let i = 0, l = faces.length; i < l; i ++ ) {
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| 
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| 		const tri = faces[ i ];
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| 		const vertices = tri.vertices;
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| 		const vertCount = vertices.length;
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| 		for ( let i2 = 0; i2 < vertCount; i2 ++ ) {
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| 
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| 			const index = i2;
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| 			const next = ( i2 + 1 ) % vertCount;
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| 			const v0 = vertices[ index ];
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| 			const v1 = vertices[ next ];
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| 			const hash = hashEdge( v0, v1 );
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| 
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| 			// don't add the triangle if the edge is supposed to be hard
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| 			if ( hardEdges.has( hash ) ) {
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| 
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| 				continue;
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| 
 | |
| 			}
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| 
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| 			// if checking subsegments then check to see if this edge lies on a hard edge ray and whether its within any ray bounds
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| 			if ( checkSubSegments ) {
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| 
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| 				toNormalizedRay( v0, v1, _ray );
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| 
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| 				const rayHash = hashRay( _ray );
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| 				if ( hardEdgeRays.has( rayHash ) ) {
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| 
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| 					const info = hardEdgeRays.get( rayHash );
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| 					const { ray, distances } = info;
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| 					let d0 = ray.direction.dot( v0 );
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| 					let d1 = ray.direction.dot( v1 );
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| 
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| 					if ( d0 > d1 ) {
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| 
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| 						[ d0, d1 ] = [ d1, d0 ];
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| 
 | |
| 					}
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| 
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| 					// return early if the face edge is found to be a subsegment of a line edge meaning the edge will have "hard" normals
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| 					let found = false;
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| 					for ( let i = 0, l = distances.length; i < l; i += 2 ) {
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| 
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| 						if ( d0 >= distances[ i ] && d1 <= distances[ i + 1 ] ) {
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| 
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| 							found = true;
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| 							break;
 | |
| 
 | |
| 						}
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| 
 | |
| 					}
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| 
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| 					if ( found ) {
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| 
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| 						continue;
 | |
| 
 | |
| 					}
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| 
 | |
| 				}
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| 
 | |
| 			}
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| 
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| 			const info = {
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| 				index: index,
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| 				tri: tri
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| 			};
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| 			halfEdgeList[ hash ] = info;
 | |
| 
 | |
| 		}
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| 
 | |
| 	}
 | |
| 
 | |
| 	// Iterate until we've tried to connect all faces to share normals
 | |
| 	while ( true ) {
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| 
 | |
| 		// Stop if there are no more faces left
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| 		let halfEdge = null;
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| 		for ( const key in halfEdgeList ) {
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| 
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| 			halfEdge = halfEdgeList[ key ];
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| 			break;
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| 
 | |
| 		}
 | |
| 
 | |
| 		if ( halfEdge === null ) {
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| 
 | |
| 			break;
 | |
| 
 | |
| 		}
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| 
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| 		// Exhaustively find all connected faces
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| 		const queue = [ halfEdge ];
 | |
| 		while ( queue.length > 0 ) {
 | |
| 
 | |
| 			// initialize all vertex normals in this triangle
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| 			const tri = queue.pop().tri;
 | |
| 			const vertices = tri.vertices;
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| 			const vertNormals = tri.normals;
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| 			const faceNormal = tri.faceNormal;
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| 
 | |
| 			// Check if any edge is connected to another triangle edge
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| 			const vertCount = vertices.length;
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| 			for ( let i2 = 0; i2 < vertCount; i2 ++ ) {
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| 
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| 				const index = i2;
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| 				const next = ( i2 + 1 ) % vertCount;
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| 				const v0 = vertices[ index ];
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| 				const v1 = vertices[ next ];
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| 
 | |
| 				// delete this triangle from the list so it won't be found again
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| 				const hash = hashEdge( v0, v1 );
 | |
| 				delete halfEdgeList[ hash ];
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| 
 | |
| 				const reverseHash = hashEdge( v1, v0 );
 | |
| 				const otherInfo = halfEdgeList[ reverseHash ];
 | |
| 				if ( otherInfo ) {
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| 
 | |
| 					const otherTri = otherInfo.tri;
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| 					const otherIndex = otherInfo.index;
 | |
| 					const otherNormals = otherTri.normals;
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| 					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).
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| 					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
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| 					// it so it won't be found again.
 | |
| 					if ( reverseHash in halfEdgeList ) {
 | |
| 
 | |
| 						queue.push( otherInfo );
 | |
| 						delete halfEdgeList[ reverseHash ];
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 					// share the first normal
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| 					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 };
 |