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2471 lines
56 KiB
2471 lines
56 KiB
6 months ago
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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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// 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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const MAIN_COLOUR_CODE = '16';
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const MAIN_EDGE_COLOUR_CODE = '24';
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const COLOR_SPACE_LDRAW = SRGBColorSpace;
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const _tempVec0 = new Vector3();
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const _tempVec1 = new Vector3();
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class LDrawConditionalLineMaterial extends ShaderMaterial {
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constructor( parameters ) {
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super( {
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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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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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#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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// 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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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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// 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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// 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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// 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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#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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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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#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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if ( discardFlag > 0.5 ) discard;
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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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Object.defineProperties( this, {
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opacity: {
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get: function () {
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return this.uniforms.opacity.value;
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},
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set: function ( value ) {
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this.uniforms.opacity.value = value;
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}
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},
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color: {
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get: function () {
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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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this.setValues( parameters );
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this.isLDrawConditionalLineMaterial = true;
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}
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}
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class ConditionalLineSegments extends LineSegments {
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constructor( geometry, material ) {
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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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function generateFaceNormals( faces ) {
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for ( let i = 0, l = faces.length; i < l; i ++ ) {
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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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_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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const _ray = new Ray();
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function smoothNormals( faces, lineSegments, checkSubSegments = false ) {
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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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const hashMultiplier = ( 1 + 1e-10 ) * 1e2;
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function hashVertex( v ) {
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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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return `${ x },${ y },${ z }`;
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}
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function hashEdge( v0, v1 ) {
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return `${ hashVertex( v0 ) }_${ hashVertex( v1 ) }`;
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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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targetRay.direction.subVectors( v1, v0 ).normalize();
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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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return targetRay;
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}
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function hashRay( ray ) {
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return hashEdge( ray.origin, ray.direction );
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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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// 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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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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// 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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// 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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toNormalizedRay( v1, v0, ray );
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const rh2 = hashRay( ray );
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const info = {
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ray,
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distances: [],
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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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// 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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[ d0, d1 ] = [ d1, d0 ];
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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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// 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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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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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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// 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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continue;
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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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toNormalizedRay( v0, v1, _ray );
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const rayHash = hashRay( _ray );
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if ( hardEdgeRays.has( rayHash ) ) {
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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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if ( d0 > d1 ) {
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[ d0, d1 ] = [ d1, d0 ];
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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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if ( d0 >= distances[ i ] && d1 <= distances[ i + 1 ] ) {
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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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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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}
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}
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// Iterate until we've tried to connect all faces to share normals
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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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halfEdge = halfEdgeList[ key ];
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break;
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}
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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 ];
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while ( queue.length > 0 ) {
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// initialize all vertex normals in this triangle
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const tri = queue.pop().tri;
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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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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 );
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delete halfEdgeList[ hash ];
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||
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const reverseHash = hashEdge( v1, v0 );
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const otherInfo = halfEdgeList[ reverseHash ];
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||
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if ( otherInfo ) {
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const otherTri = otherInfo.tri;
|
||
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const otherIndex = otherInfo.index;
|
||
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const otherNormals = otherTri.normals;
|
||
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const otherVertCount = otherNormals.length;
|
||
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const otherFaceNormal = otherTri.faceNormal;
|
||
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|
||
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// NOTE: If the angle between faces is > 67.5 degrees then assume it's
|
||
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// 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 ) {
|
||
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|
||
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continue;
|
||
|
|
||
|
}
|
||
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|
||
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// if this triangle has already been traversed then it won't be in
|
||
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// 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.
|
||
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if ( reverseHash in halfEdgeList ) {
|
||
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|
||
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queue.push( otherInfo );
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||
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delete halfEdgeList[ reverseHash ];
|
||
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|
||
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}
|
||
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|
||
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// 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;
|
||
|
|
||
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}
|
||
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|
||
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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 );
|
||
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|
||
|
}
|
||
|
|
||
|
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 };
|