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https://www.mhv-gifhorn.de/wp-content/plugins/vrm360/js/VRMLLoader.js?ver=5.6

js mhv-gifhorn.de collected 2026-10-02 20:37:23 UTC 29,502 bytes, 1,332 lines download raw bytes

1/**
2 * @author mrdoob / http://mrdoob.com/
3 */
4
5THREE.VRMLLoader = function ( manager ) {
6
7	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
8
9};
10
11THREE.VRMLLoader.prototype = {
12
13	constructor: THREE.VRMLLoader,
14
15	// for IndexedFaceSet support
16	isRecordingPoints: false,
17	isRecordingFaces: false,
18	points: [],
19	indexes: [],
20
21	// for Background support
22	isRecordingAngles: false,
23	isRecordingColors: false,
24	angles: [],
25	colors: [],
26
27	recordingFieldname: null,
28
29	crossOrigin: 'anonymous',
30
31	load: function ( url, onLoad, onProgress, onError ) {
32
33		var scope = this;
34
35		var path = ( scope.path === undefined ) ? THREE.LoaderUtils.extractUrlBase( url ) : scope.path;
36
37		var loader = new THREE.FileLoader( this.manager );
38		loader.setPath( scope.path );
39		loader.load( url, function ( text ) {
40
41			onLoad( scope.parse( text, path ) );
42
43		}, onProgress, onError );
44
45	},
46
47	setPath: function ( value ) {
48
49		this.path = value;
50		return this;
51
52	},
53
54	setResourcePath: function ( value ) {
55
56		this.resourcePath = value;
57		return this;
58
59	},
60
61	setCrossOrigin: function ( value ) {
62
63		this.crossOrigin = value;
64		return this;
65
66	},
67
68	parse: function ( data, path ) {
69
70		var scope = this;
71
72		var textureLoader = new THREE.TextureLoader( this.manager );
73		textureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
74
75		function parseV2( lines, scene ) {
76
77			var defines = {};
78			var float_pattern = /(\b|\-|\+)([\d\.e]+)/;
79			var float2_pattern = /([\d\.\+\-e]+)\s+([\d\.\+\-e]+)/g;
80			var float3_pattern = /([\d\.\+\-e]+)\s+([\d\.\+\-e]+)\s+([\d\.\+\-e]+)/g;
81
82			/**
83			 * Vertically paints the faces interpolating between the
84			 * specified colors at the specified angels. This is used for the Background
85			 * node, but could be applied to other nodes with multiple faces as well.
86			 *
87			 * When used with the Background node, default is directionIsDown is true if
88			 * interpolating the skyColor down from the Zenith. When interpolationg up from
89			 * the Nadir i.e. interpolating the groundColor, the directionIsDown is false.
90			 *
91			 * The first angle is never specified, it is the Zenith (0 rad). Angles are specified
92			 * in radians. The geometry is thought a sphere, but could be anything. The color interpolation
93			 * is linear along the Y axis in any case.
94			 *
95			 * You must specify one more color than you have angles at the beginning of the colors array.
96			 * This is the color of the Zenith (the top of the shape).
97			 *
98			 * @param geometry
99			 * @param radius
100			 * @param angles
101			 * @param colors
102			 * @param boolean topDown Whether to work top down or bottom up.
103			 */
104			function paintFaces( geometry, radius, angles, colors, topDown ) {
105
106				var direction = ( topDown === true ) ? 1 : - 1;
107
108				var coord = [], A = {}, B = {}, applyColor = false;
109
110				for ( var k = 0; k < angles.length; k ++ ) {
111
112					// push the vector at which the color changes
113
114					var vec = {
115						x: direction * ( Math.cos( angles[ k ] ) * radius ),
116						y: direction * ( Math.sin( angles[ k ] ) * radius )
117					};
118
119					coord.push( vec );
120
121				}
122
123				var index = geometry.index;
124				var positionAttribute = geometry.attributes.position;
125				var colorAttribute = new THREE.BufferAttribute( new Float32Array( geometry.attributes.position.count * 3 ), 3 );
126
127				var position = new THREE.Vector3();
128				var color = new THREE.Color();
129
130				for ( var i = 0; i < index.count; i ++ ) {
131
132					var vertexIndex = index.getX( i );
133
134					position.fromBufferAttribute( positionAttribute, vertexIndex );
135
136					for ( var j = 0; j < colors.length; j ++ ) {
137
138						// linear interpolation between aColor and bColor, calculate proportion
139						// A is previous point (angle)
140
141						if ( j === 0 ) {
142
143							A.x = 0;
144							A.y = ( topDown === true ) ? radius : - 1 * radius;
145
146						} else {
147
148							A.x = coord[ j - 1 ].x;
149							A.y = coord[ j - 1 ].y;
150
151						}
152
153						// B is current point (angle)
154
155						B = coord[ j ];
156
157						if ( B !== undefined ) {
158
159							// p has to be between the points A and B which we interpolate
160
161							applyColor = ( topDown === true ) ? ( position.y <= A.y && position.y > B.y ) : ( position.y >= A.y && position.y < B.y );
162
163							if ( applyColor === true ) {
164
165								var aColor = colors[ j ];
166								var bColor = colors[ j + 1 ];
167
168								// below is simple linear interpolation
169
170								var t = Math.abs( position.y - A.y ) / ( A.y - B.y );
171
172								// to make it faster, you can only calculate this if the y coord changes, the color is the same for points with the same y
173
174								color.copy( aColor ).lerp( bColor, t );
175
176								colorAttribute.setXYZ( vertexIndex, color.r, color.g, color.b );
177
178							} else {
179
180								var colorIndex = ( topDown === true ) ? colors.length - 1 : 0;
181								var c = colors[ colorIndex ];
182								colorAttribute.setXYZ( vertexIndex, c.r, c.g, c.b );
183
184							}
185
186						}
187
188					}
189
190				}
191
192				geometry.addAttribute( 'color', colorAttribute );
193
194			}
195
196			var index = [];
197
198			function parseProperty( node, line ) {
199
200				var parts = [], part, property = {}, fieldName;
201
202				/**
203				 * Expression for matching relevant information, such as a name or value, but not the separators
204				 * @type {RegExp}
205				 */
206				var regex = /[^\s,\[\]]+/g;
207
208				var point;
209
210				while ( null !== ( part = regex.exec( line ) ) ) {
211
212					parts.push( part[ 0 ] );
213
214				}
215
216				fieldName = parts[ 0 ];
217
218
219				// trigger several recorders
220				switch ( fieldName ) {
221
222					case 'skyAngle':
223					case 'groundAngle':
224						scope.recordingFieldname = fieldName;
225						scope.isRecordingAngles = true;
226						scope.angles = [];
227						break;
228
229					case 'color':
230					case 'skyColor':
231					case 'groundColor':
232						scope.recordingFieldname = fieldName;
233						scope.isRecordingColors = true;
234						scope.colors = [];
235						break;
236
237					case 'point':
238					case 'vector':
239						scope.recordingFieldname = fieldName;
240						scope.isRecordingPoints = true;
241						scope.points = [];
242						break;
243
244					case 'colorIndex':
245					case 'coordIndex':
246					case 'normalIndex':
247					case 'texCoordIndex':
248						scope.recordingFieldname = fieldName;
249						scope.isRecordingFaces = true;
250						scope.indexes = [];
251						break;
252
253				}
254
255				if ( scope.isRecordingFaces ) {
256
257					// the parts hold the indexes as strings
258					if ( parts.length > 0 ) {
259
260						for ( var ind = 0; ind < parts.length; ind ++ ) {
261
262							// the part should either be positive integer or -1
263							if ( ! /(-?\d+)/.test( parts[ ind ] ) ) {
264
265								continue;
266
267							}
268
269							// end of current face
270							if ( parts[ ind ] === '-1' ) {
271
272								if ( index.length > 0 ) {
273
274									scope.indexes.push( index );
275
276								}
277
278								// start new one
279								index = [];
280
281							} else {
282
283								index.push( parseInt( parts[ ind ] ) );
284
285							}
286
287						}
288
289					}
290
291					// end
292					if ( /]/.exec( line ) ) {
293
294						if ( index.length > 0 ) {
295
296							scope.indexes.push( index );
297
298						}
299
300						// start new one
301						index = [];
302
303						scope.isRecordingFaces = false;
304						node[ scope.recordingFieldname ] = scope.indexes;
305
306					}
307
308				} else if ( scope.isRecordingPoints ) {
309
310					if ( node.nodeType == 'Coordinate' ) {
311
312						while ( null !== ( parts = float3_pattern.exec( line ) ) ) {
313
314							point = {
315								x: parseFloat( parts[ 1 ] ),
316								y: parseFloat( parts[ 2 ] ),
317								z: parseFloat( parts[ 3 ] )
318							};
319
320							scope.points.push( point );
321
322						}
323
324					}
325
326					if ( node.nodeType == 'Normal' ) {
327
328  						while ( null !== ( parts = float3_pattern.exec( line ) ) ) {
329
330							point = {
331								x: parseFloat( parts[ 1 ] ),
332								y: parseFloat( parts[ 2 ] ),
333								z: parseFloat( parts[ 3 ] )
334							};
335
336							scope.points.push( point );
337
338						}
339
340					}
341
342					if ( node.nodeType == 'TextureCoordinate' ) {
343
344						while ( null !== ( parts = float2_pattern.exec( line ) ) ) {
345
346							point = {
347								x: parseFloat( parts[ 1 ] ),
348								y: parseFloat( parts[ 2 ] )
349							};
350
351							scope.points.push( point );
352
353						}
354
355					}
356
357					// end
358					if ( /]/.exec( line ) ) {
359
360						scope.isRecordingPoints = false;
361						node.points = scope.points;
362
363					}
364
365				} else if ( scope.isRecordingAngles ) {
366
367					// the parts hold the angles as strings
368					if ( parts.length > 0 ) {
369
370						for ( var ind = 0; ind < parts.length; ind ++ ) {
371
372							// the part should be a float
373							if ( ! float_pattern.test( parts[ ind ] ) ) {
374
375								continue;
376
377							}
378
379							scope.angles.push( parseFloat( parts[ ind ] ) );
380
381						}
382
383					}
384
385					// end
386					if ( /]/.exec( line ) ) {
387
388						scope.isRecordingAngles = false;
389						node[ scope.recordingFieldname ] = scope.angles;
390
391					}
392
393				} else if ( scope.isRecordingColors ) {
394
395					while ( null !== ( parts = float3_pattern.exec( line ) ) ) {
396
397						var color = {
398							r: parseFloat( parts[ 1 ] ),
399							g: parseFloat( parts[ 2 ] ),
400							b: parseFloat( parts[ 3 ] )
401						};
402
403						scope.colors.push( color );
404
405					}
406
407					// end
408					if ( /]/.exec( line ) ) {
409
410						scope.isRecordingColors = false;
411						node[ scope.recordingFieldname ] = scope.colors;
412
413					}
414
415				} else if ( parts[ parts.length - 1 ] !== 'NULL' && fieldName !== 'children' ) {
416
417					switch ( fieldName ) {
418
419						case 'diffuseColor':
420						case 'emissiveColor':
421						case 'specularColor':
422						case 'color':
423
424							if ( parts.length !== 4 ) {
425
426								console.warn( 'THREE.VRMLLoader: Invalid color format detected for %s.', fieldName );
427								break;
428
429							}
430
431							property = {
432								r: parseFloat( parts[ 1 ] ),
433								g: parseFloat( parts[ 2 ] ),
434								b: parseFloat( parts[ 3 ] )
435							};
436
437							break;
438
439						case 'location':
440						case 'direction':
441						case 'translation':
442						case 'scale':
443						case 'size':
444							if ( parts.length !== 4 ) {
445
446								console.warn( 'THREE.VRMLLoader: Invalid vector format detected for %s.', fieldName );
447								break;
448
449							}
450
451							property = {
452								x: parseFloat( parts[ 1 ] ),
453								y: parseFloat( parts[ 2 ] ),
454								z: parseFloat( parts[ 3 ] )
455							};
456
457							break;
458
459						case 'intensity':
460						case 'cutOffAngle':
461						case 'radius':
462						case 'topRadius':
463						case 'bottomRadius':
464						case 'height':
465						case 'transparency':
466						case 'shininess':
467						case 'ambientIntensity':
468						case 'creaseAngle':
469							if ( parts.length !== 2 ) {
470
471								console.warn( 'THREE.VRMLLoader: Invalid single float value specification detected for %s.', fieldName );
472								break;
473
474							}
475
476							property = parseFloat( parts[ 1 ] );
477
478							break;
479
480						case 'rotation':
481							if ( parts.length !== 5 ) {
482
483								console.warn( 'THREE.VRMLLoader: Invalid quaternion format detected for %s.', fieldName );
484								break;
485
486							}
487
488							property = {
489								x: parseFloat( parts[ 1 ] ),
490								y: parseFloat( parts[ 2 ] ),
491								z: parseFloat( parts[ 3 ] ),
492								w: parseFloat( parts[ 4 ] )
493							};
494
495							break;
496
497						case 'on':
498						case 'ccw':
499						case 'solid':
500						case 'colorPerVertex':
501						case 'convex':
502							if ( parts.length !== 2 ) {
503
504								console.warn( 'THREE.VRMLLoader: Invalid format detected for %s.', fieldName );
505								break;
506
507							}
508
509							property = parts[ 1 ] === 'TRUE' ? true : false;
510
511							break;
512
513					}
514
515					// VRMLLoader does not support text so it can't process the "string" property yet
516
517					if ( fieldName !== 'string' ) node[ fieldName ] = property;
518
519				}
520
521				return property;
522
523			}
524
525			function getTree( lines ) {
526
527				var tree = { 'string': 'Scene', children: [] };
528				var current = tree;
529				var matches;
530				var specification;
531
532				for ( var i = 0; i < lines.length; i ++ ) {
533
534					var comment = '';
535
536					var line = lines[ i ];
537
538					// omit whitespace only lines
539					if ( null !== ( /^\s+?$/g.exec( line ) ) ) {
540
541						continue;
542
543					}
544
545					line = line.trim();
546
547					// skip empty lines
548					if ( line === '' ) {
549
550						continue;
551
552					}
553
554					if ( /#/.exec( line ) ) {
555
556						var parts = line.split( '#' );
557
558						// discard everything after the #, it is a comment
559						line = parts[ 0 ];
560
561						// well, let's also keep the comment
562						comment = parts[ 1 ];
563
564					}
565
566					if ( matches = /([^\s]*){1}(?:\s+)?{/.exec( line ) ) {
567
568						// first subpattern should match the Node name
569
570						var block = { 'nodeType': matches[ 1 ], 'string': line, 'parent': current, 'children': [], 'comment': comment };
571						current.children.push( block );
572						current = block;
573
574						if ( /}/.exec( line ) ) {
575
576							// example: geometry Box { size 1 1 1 } # all on the same line
577							specification = /{(.*)}/.exec( line )[ 1 ];
578
579							// todo: remove once new parsing is complete?
580							block.children.push( specification );
581
582							parseProperty( current, specification );
583
584							current = current.parent;
585
586						}
587
588					} else if ( /}/.exec( line ) ) {
589
590						current = current.parent;
591
592					} else if ( line !== '' ) {
593
594						parseProperty( current, line );
595						// todo: remove once new parsing is complete? we still do not parse geometry and appearance the new way
596						current.children.push( line );
597
598					}
599
600				}
601
602				return tree;
603
604			}
605
606			function parseNode( data, parent ) {
607
608				var object;
609
610				if ( typeof data === 'string' ) {
611
612					if ( /USE/.exec( data ) ) {
613
614						var defineKey = /USE\s+?([^\s]+)/.exec( data )[ 1 ];
615
616						if ( undefined == defines[ defineKey ] ) {
617
618							console.warn( 'THREE.VRMLLoader: %s is not defined.', defineKey );
619
620						} else {
621
622							if ( /appearance/.exec( data ) && defineKey ) {
623
624								parent.material = defines[ defineKey ].clone();
625
626							} else if ( /geometry/.exec( data ) && defineKey ) {
627
628								parent.geometry = defines[ defineKey ].clone();
629
630								// the solid property is not cloned with clone(), is only needed for VRML loading, so we need to transfer it
631								if ( defines[ defineKey ].solid !== undefined && defines[ defineKey ].solid === false ) {
632
633									parent.geometry.solid = false;
634									parent.material.side = THREE.DoubleSide;
635
636								}
637
638							} else if ( defineKey ) {
639
640								object = defines[ defineKey ].clone();
641								parent.add( object );
642
643							}
644
645						}
646
647					}
648
649					return;
650
651				}
652
653				object = parent;
654
655				if ( data.string.indexOf( 'AmbientLight' ) > - 1 && data.nodeType === 'PointLight' ) {
656
657					data.nodeType = 'AmbientLight';
658
659				}
660
661				var l_visible = data.on !== undefined ? data.on : true;
662				var l_intensity = data.intensity !== undefined ? data.intensity : 1;
663				var l_color = new THREE.Color();
664
665				if ( data.color ) {
666
667					l_color.copy( data.color );
668
669				}
670
671				if ( data.nodeType === 'AmbientLight' ) {
672
673					object = new THREE.AmbientLight( l_color, l_intensity );
674					object.visible = l_visible;
675
676					parent.add( object );
677
678				} else if ( data.nodeType === 'PointLight' ) {
679
680					var l_distance = 0;
681
682					if ( data.radius !== undefined && data.radius < 1000 ) {
683
684						l_distance = data.radius;
685
686					}
687
688					object = new THREE.PointLight( l_color, l_intensity, l_distance );
689					object.visible = l_visible;
690
691					parent.add( object );
692
693				} else if ( data.nodeType === 'SpotLight' ) {
694
695					var l_intensity = 1;
696					var l_distance = 0;
697					var l_angle = Math.PI / 3;
698					var l_penumbra = 0;
699					var l_visible = true;
700
701					if ( data.radius !== undefined && data.radius < 1000 ) {
702
703						l_distance = data.radius;
704
705					}
706
707					if ( data.cutOffAngle !== undefined ) {
708
709						l_angle = data.cutOffAngle;
710
711					}
712
713					object = new THREE.SpotLight( l_color, l_intensity, l_distance, l_angle, l_penumbra );
714					object.visible = l_visible;
715
716					parent.add( object );
717
718				} else if ( data.nodeType === 'Transform' || data.nodeType === 'Group' ) {
719
720					object = new THREE.Object3D();
721
722					if ( /DEF/.exec( data.string ) ) {
723
724						object.name = /DEF\s+([^\s]+)/.exec( data.string )[ 1 ];
725						defines[ object.name ] = object;
726
727					}
728
729					if ( data.translation !== undefined ) {
730
731						var t = data.translation;
732
733						object.position.set( t.x, t.y, t.z );
734
735					}
736
737					if ( data.rotation !== undefined ) {
738
739						var r = data.rotation;
740
741						object.quaternion.setFromAxisAngle( new THREE.Vector3( r.x, r.y, r.z ), r.w );
742
743					}
744
745					if ( data.scale !== undefined ) {
746
747						var s = data.scale;
748
749						object.scale.set( s.x, s.y, s.z );
750
751					}
752
753					parent.add( object );
754
755				} else if ( data.nodeType === 'Shape' ) {
756
757					object = new THREE.Mesh();
758
759					if ( /DEF/.exec( data.string ) ) {
760
761						object.name = /DEF\s+([^\s]+)/.exec( data.string )[ 1 ];
762
763						defines[ object.name ] = object;
764
765					}
766
767					parent.add( object );
768
769				}
769 else if ( data.nodeType === 'Background' ) {
770
771					var segments = 20;
772
773					// sky (full sphere):
774
775					var radius = 2e4;
776
777					var skyGeometry = new THREE.SphereBufferGeometry( radius, segments, segments );
778					var skyMaterial = new THREE.MeshBasicMaterial( { fog: false, side: THREE.BackSide } );
779
780					if ( data.skyColor.length > 1 ) {
781
782						paintFaces( skyGeometry, radius, data.skyAngle, data.skyColor, true );
783
784						skyMaterial.vertexColors = THREE.VertexColors;
785
786					} else {
787
788						var color = data.skyColor[ 0 ];
789						skyMaterial.color.setRGB( color.r, color.b, color.g );
790
791					}
792
793					scene.add( new THREE.Mesh( skyGeometry, skyMaterial ) );
794
795					// ground (half sphere):
796
797					if ( data.groundColor !== undefined ) {
798
799						radius = 1.2e4;
800
801						var groundGeometry = new THREE.SphereBufferGeometry( radius, segments, segments, 0, 2 * Math.PI, 0.5 * Math.PI, 1.5 * Math.PI );
802						var groundMaterial = new THREE.MeshBasicMaterial( { fog: false, side: THREE.BackSide, vertexColors: THREE.VertexColors } );
803
804						paintFaces( groundGeometry, radius, data.groundAngle, data.groundColor, false );
805
806						scene.add( new THREE.Mesh( groundGeometry, groundMaterial ) );
807
808					}
809
810				} else if ( /geometry/.exec( data.string ) ) {
811
812					if ( data.nodeType === 'Box' ) {
813
814						var s = data.size;
815
816						parent.geometry = new THREE.BoxBufferGeometry( s.x, s.y, s.z );
817
818					} else if ( data.nodeType === 'Cylinder' ) {
819
820						parent.geometry = new THREE.CylinderBufferGeometry( data.radius, data.radius, data.height );
821
822					} else if ( data.nodeType === 'Cone' ) {
823
824						parent.geometry = new THREE.CylinderBufferGeometry( data.topRadius, data.bottomRadius, data.height );
825
826					} else if ( data.nodeType === 'Sphere' ) {
827
828						parent.geometry = new THREE.SphereBufferGeometry( data.radius );
829
830					} else if ( data.nodeType === 'IndexedLineSet' ) {
831
832						console.warn( 'THREE.VRMLLoader: IndexedLineSet not supported yet.' );
833						parent.parent.remove( parent ); // since the loader is not able to parse the geometry, remove the respective 3D object
834
835					} else if ( data.nodeType === 'Text' ) {
836
837						console.warn( 'THREE.VRMLLoader: Text not supported yet.' );
838						parent.parent.remove( parent );
839
840					} else if ( data.nodeType === 'IndexedFaceSet' ) {
841
842						var geometry = new THREE.BufferGeometry();
843
844						var positions = [];
845						var colors = [];
846						var normals = [];
847						var uvs = [];
848
849						var position, color, normal, uv;
850
851						var i, il, j, jl;
852
853						for ( i = 0, il = data.children.length; i < il; i ++ ) {
854
855							var child = data.children[ i ];
856
857							// uvs
858
859							if ( child.nodeType === 'TextureCoordinate' ) {
860
861								if ( child.points ) {
862
863									for ( j = 0, jl = child.points.length; j < jl; j ++ ) {
864
865										uv = child.points[ j ];
866										uvs.push( uv.x, uv.y );
867
868									}
869
870								}
871
872							}
873
874							// normals
875
876							if ( child.nodeType === 'Normal' ) {
877
878								if ( child.points ) {
879
880									for ( j = 0, jl = child.points.length; j < jl; j ++ ) {
881
882										normal = child.points[ j ];
883										normals.push( normal.x, normal.y, normal.z );
884
885									}
886
887								}
888
889							}
890
891							// colors
892
893							if ( child.nodeType === 'Color' ) {
894
895								if ( child.color ) {
896
897									for ( j = 0, jl = child.color.length; j < jl; j ++ ) {
898
899										color = child.color[ j ];
900										colors.push( color.r, color.g, color.b );
901
902									}
903
904								}
905
906							}
907
908							// positions
909
910							if ( child.nodeType === 'Coordinate' ) {
911
912								if ( child.points ) {
913
914									for ( j = 0, jl = child.points.length; j < jl; j ++ ) {
915
916										position = child.points[ j ];
917										positions.push( position.x, position.y, position.z );
918
919									}
920
921								}
922
923								if ( child.string.indexOf( 'DEF' ) > - 1 ) {
924
925									var name = /DEF\s+([^\s]+)/.exec( child.string )[ 1 ];
926
927									defines[ name ] = positions.slice( 0 );
928
929								}
930
931								if ( child.string.indexOf( 'USE' ) > - 1 ) {
932
933									var defineKey = /USE\s+([^\s]+)/.exec( child.string )[ 1 ];
934
935									positions = defines[ defineKey ];
936
937								}
938
939							}
940
941						}
942
943						// some shapes only have vertices for use in other shapes
944
945						if ( data.coordIndex ) {
946
947							function triangulateIndexArray( indexArray, ccw, colorPerVertex ) {
948
949								if ( ccw === undefined ) {
950
951									// ccw is true by default
952									ccw = true;
953
954								}
955
956								var triangulatedIndexArray = [];
957								var skip = 0;
958
959								for ( i = 0, il = indexArray.length; i < il; i ++ ) {
960
961									if ( colorPerVertex === false ) {
962
963										var colorIndices = indexArray[ i ];
964
965										for ( j = 0, jl = colorIndices.length; j < jl; j ++ ) {
966
967											var index = colorIndices[ j ];
968
969											triangulatedIndexArray.push( index, index, index );
970
971										}
972
973									} else {
974
975										var indexedFace = indexArray[ i ];
976
977										// VRML support multipoint indexed face sets (more then 3 vertices). You must calculate the composing triangles here
978
979										skip = 0;
980
981										while ( indexedFace.length >= 3 && skip < ( indexedFace.length - 2 ) ) {
982
983											var i1 = indexedFace[ 0 ];
984											var i2 = indexedFace[ skip + ( ccw ? 1 : 2 ) ];
985											var i3 = indexedFace[ skip + ( ccw ? 2 : 1 ) ];
986
987											triangulatedIndexArray.push( i1, i2, i3 );
988
989											skip ++;
990
991										}
992
993									}
994
995								}
996
997								return triangulatedIndexArray;
998
999							}
1000
1001							var positionIndexes = data.coordIndex ? triangulateIndexArray( data.coordIndex, data.ccw ) : [];
1002							var normalIndexes = data.normalIndex ? triangulateIndexArray( data.normalIndex, data.ccw ) : positionIndexes;
1003							var colorIndexes = data.colorIndex ? triangulateIndexArray( data.colorIndex, data.ccw, data.colorPerVertex ) : [];
1004							var uvIndexes = data.texCoordIndex ? triangulateIndexArray( data.texCoordIndex, data.ccw ) : positionIndexes;
1005
1006							var newIndexes = [];
1007							var newPositions = [];
1008							var newNormals = [];
1009							var newColors = [];
1010							var newUvs = [];
1011
1012							// if any other index array does not match the coordinate indexes, split any points that differ
1013
1014							var pointMap = Object.create( null );
1015
1016							for ( i = 0; i < positionIndexes.length; i ++ ) {
1017
1018								var pointAttributes = [];
1019
1020								var positionIndex = positionIndexes[ i ];
1021								var normalIndex = normalIndexes[ i ];
1022								var colorIndex = colorIndexes[ i ];
1023								var uvIndex = uvIndexes[ i ];
1024
1025								var base = 10; // which base to use to represent each value
1026
1027								pointAttributes.push( positionIndex.toString( base ) );
1028
1029								if ( normalIndex !== undefined ) {
1030
1031									pointAttributes.push( normalIndex.toString( base ) );
1032
1033								}
1034
1035								if ( colorIndex !== undefined ) {
1036
1037									pointAttributes.push( colorIndex.toString( base ) );
1038
1039								}
1040
1041								if ( uvIndex !== undefined ) {
1042
1043									pointAttributes.push( uvIndex.toString( base ) );
1044
1045								}
1046
1047								var pointId = pointAttributes.join( ',' );
1048								var newIndex = pointMap[ pointId ];
1049
1050								if ( newIndex === undefined ) {
1051
1052									newIndex = newPositions.length / 3;
1053									pointMap[ pointId ] = newIndex;
1054
1055									newPositions.push(
1056										positions[ positionIndex * 3 ],
1057										positions[ positionIndex * 3 + 1 ],
1058										positions[ positionIndex * 3 + 2 ]
1059									);
1060
1061									if ( normalIndex !== undefined && normals.length > 0 ) {
1062
1063										newNormals.push(
1064											normals[ normalIndex * 3 ],
1065											normals[ normalIndex * 3 + 1 ],
1066											normals[ normalIndex * 3 + 2 ]
1067										);
1068
1069									}
1070
1071									if ( colorIndex !== undefined && colors.length > 0 ) {
1072
1073										newColors.push(
1074											colors[ colorIndex * 3 ],
1075											colors[ colorIndex * 3 + 1 ],
1076											colors[ colorIndex * 3 + 2 ]
1077										);
1078
1079									}
1080
1081									if ( uvIndex !== undefined && uvs.length > 0 ) {
1082
1083										newUvs.push(
1084											uvs[ uvIndex * 2 ],
1085											uvs[ uvIndex * 2 + 1 ]
1086										);
1087
1088									}
1089
1090								}
1091
1092								newIndexes.push( newIndex );
1093
1094							}
1095
1096							positions = newPositions;
1097							normals = newNormals;
1098							colors = newColors;
1099							uvs = newUvs;
1100
1101							geometry.setIndex( newIndexes );
1102
1103						} else {
1104
1105							// do not add dummy mesh to the scene
1106
1107							parent.parent.remove( parent );
1108
1109						}
1110
1111						if ( false === data.solid ) {
1112
1113							parent.material.side = THREE.DoubleSide;
1114
1115						}
1116
1117						// we need to store it on the geometry for use with defines
1118						geometry.solid = data.solid;
1119
1120						geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
1121
1122						if ( colors.length > 0 ) {
1123
1124							geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
1125
1126							parent.material.vertexColors = THREE.VertexColors;
1127
1128						}
1129
1130						if ( uvs.length > 0 ) {
1131
1132							geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
1133
1134						}
1135
1136						if ( normals.length > 0 ) {
1137
1138							geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
1139
1140						} else {
1141
1142							// convert geometry to non-indexed to get sharp normals
1143							geometry = geometry.toNonIndexed();
1144							geometry.computeVertexNormals();
1145
1146						}
1147
1148						geometry.computeBoundingSphere();
1149
1150						// see if it's a define
1151						if ( /DEF/.exec( data.string ) ) {
1152
1153							geometry.name = /DEF ([^\s]+)/.exec( data.string )[ 1 ];
1154							defines[ geometry.name ] = geometry;
1155
1156						}
1157
1158						parent.geometry = geometry;
1159
1160					}
1161
1162					return;
1163
1164				} else if ( /appearance/.exec( data.string ) ) {
1165
1166					for ( var i = 0; i < data.children.length; i ++ ) {
1167
1168						var child = data.children[ i ];
1169
1170						if ( child.nodeType === 'Material' ) {
1171
1172							var material = new THREE.MeshPhongMaterial();
1173
1174							if ( child.diffuseColor !== undefined ) {
1175
1176								var d = child.diffuseColor;
1177
1178								material.color.setRGB( d.r, d.g, d.b );
1179
1180							}
1181
1182							if ( child.emissiveColor !== undefined ) {
1183
1184								var e = child.emissiveColor;
1185
1186								material.emissive.setRGB( e.r, e.g, e.b );
1187
1188							}
1189
1190							if ( child.specularColor !== undefined ) {
1191
1192								var s = child.specularColor;
1193
1194								material.specular.setRGB( s.r, s.g, s.b );
1195
1196							}
1197
1198							if ( child.transparency !== undefined ) {
1199
1200								var t = child.transparency;
1201
1202								// transparency is opposite of opacity
1203								material.opacity = Math.abs( 1 - t );
1204
1205								material.transparent = true;
1206
1207							}
1208
1209							if ( /DEF/.exec( data.string ) ) {
1210
1211								material.name = /DEF ([^\s]+)/.exec( data.string )[ 1 ];
1212
1213								defines[ material.name ] = material;
1214
1215							}
1216
1217							parent.material = material;
1218
1219						}
1220
1221						if ( child.nodeType === 'ImageTexture' ) {
1222
1223							var textureName = /"([^"]+)"/.exec( child.children[ 0 ] );
1224
1225							if ( textureName ) {
1226
1227								parent.material.name = textureName[ 1 ];
1228
1229								parent.material.map = textureLoader.load( textureName[ 1 ] );
1230
1231							}
1232
1233						}
1234
1235					}
1236
1237					return;
1238
1239				}
1240
1241				for ( var i = 0, l = data.children.length; i < l; i ++ ) {
1242
1243					parseNode( data.children[ i ], object );
1244
1245				}
1246
1247			}
1248
1249			parseNode( getTree( lines ), scene );
1250
1251		}
1252
1253		var scene = new THREE.Scene();
1254
1255		var lines = data.split( '\n' );
1256
1257		// some lines do not have breaks
1258
1259		for ( var i = lines.length - 1; i > 0; i -- ) {
1260
1261			// The # symbol indicates that all subsequent text, until the end of the line is a comment,
1262			// and should be ignored. (see http://gun.teipir.gr/VRML-amgem/spec/part1/grammar.html)
1263			lines[ i ] = lines[ i ].replace( /(#.*)/, '' );
1264
1265			var line = lines[ i ];
1266
1267			// split lines with {..{ or {..[ - some have both
1268			if ( /{.*[{\[]/.test( line ) ) {
1269
1270				var parts = line.split( '{' ).join( '{\n' ).split( '\n' );
1271				parts.unshift( 1 );
1272				parts.unshift( i );
1273				lines.splice.apply( lines, parts );
1274
1275			} else if ( /\].*}/.test( line ) ) {
1276
1277				// split lines with ]..}
1278				var parts = line.split( ']' ).join( ']\n' ).split( '\n' );
1279				parts.unshift( 1 );
1280				parts.unshift( i );
1281				lines.splice.apply( lines, parts );
1282
1283			}
1284
1285			line = lines[ i ];
1286
1287			if ( /}.*}/.test( line ) ) {
1288
1289				// split lines with }..}
1290				var parts = line.split( '}' ).join( '}\n' ).split( '\n' );
1291				parts.unshift( 1 );
1292				parts.unshift( i );
1293				lines.splice.apply( lines, parts );
1294
1295			}
1296
1297			line = lines[ i ];
1298
1299			if ( /^\b[^\s]+\b$/.test( line.trim() ) ) {
1300
1301				// prevent lines with single words like "coord" or "geometry", see #12209
1302				lines[ i + 1 ] = line + ' ' + lines[ i + 1 ].trim();
1303				lines.splice( i, 1 );
1304
1305			} else if ( ( line.indexOf( 'coord' ) > - 1 ) && ( line.indexOf( '[' ) < 0 ) && ( line.indexOf( '{' ) < 0 ) ) {
1306
1307				// force the parser to create Coordinate node for empty coords
1308				// coord USE something -> coord USE something Coordinate {}
1309
1310				lines[ i ] += ' Coordinate {}';
1311
1312			}
1313
1314		}
1315
1316		var header = lines.shift();
1317
1318		if ( /V1.0/.exec( header ) ) {
1319
1320			console.warn( 'THREE.VRMLLoader: V1.0 not supported yet.' );
1321
1322		} else if ( /V2.0/.exec( header ) ) {
1323
1324			parseV2( lines, scene );
1325
1326		}
1327
1328		return scene;
1329
1330	}
1331
1332};

Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.