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