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📄 LDrawLoader.js

📊 Analysis Summary

Metric Count
🔧 Functions 50
🧱 Classes 5
📦 Imports 14
📊 Variables & Constants 202
⚡ Async/Await Patterns 1

📚 Table of Contents

🛠️ File Location:

📂 examples/jsm/loaders/LDrawLoader.js

📦 Imports

Name Source
BufferAttribute three
BufferGeometry three
Color three
FileLoader three
Group three
LineBasicMaterial three
LineSegments three
Loader three
Matrix4 three
Mesh three
MeshStandardMaterial three
SRGBColorSpace three
Vector3 three
Ray three

Variables & Constants

Name Type Kind Value Exported
FINISH_TYPE_DEFAULT 0 let/var 0
FINISH_TYPE_CHROME 1 let/var 1
FINISH_TYPE_PEARLESCENT 2 let/var 2
FINISH_TYPE_RUBBER 3 let/var 3
FINISH_TYPE_MATTE_METALLIC 4 let/var 4
FINISH_TYPE_METAL 5 let/var 5
FILE_LOCATION_TRY_PARTS 0 let/var 0
FILE_LOCATION_TRY_P 1 let/var 1
FILE_LOCATION_TRY_MODELS 2 let/var 2
FILE_LOCATION_AS_IS 3 let/var 3
FILE_LOCATION_TRY_RELATIVE 4 let/var 4
FILE_LOCATION_TRY_ABSOLUTE 5 let/var 5
FILE_LOCATION_NOT_FOUND 6 let/var 6
MAIN_COLOUR_CODE "16" let/var '16'
MAIN_EDGE_COLOUR_CODE "24" let/var '24'
COLOR_SPACE_LDRAW any let/var SRGBColorSpace
_tempVec0 any let/var new Vector3()
_tempVec1 any let/var new Vector3()
face any let/var faces[ i ]
vertices any let/var face.vertices
v0 any let/var vertices[ 0 ]
v1 any let/var vertices[ 1 ]
v2 any let/var vertices[ 2 ]
_ray any let/var new Ray()
hashMultiplier number let/var ( 1 + 1e-10 ) * 1e2
x number let/var ~ ~ ( v.x * hashMultiplier )
y number let/var ~ ~ ( v.y * hashMultiplier )
z number let/var ~ ~ ( v.z * hashMultiplier )
hardEdges Set<any> let/var new Set()
hardEdgeRays Map<any, any> let/var new Map()
halfEdgeList {} let/var {}
normals any[] let/var []
ls any let/var lineSegments[ i ]
vertices any let/var ls.vertices
v0 any let/var vertices[ 0 ]
v1 any let/var vertices[ 1 ]
info { ray: any; distances: any[]; } let/var { ray, distances: [], }
tri any let/var faces[ i ]
vertices any let/var tri.vertices
vertCount any let/var vertices.length
index number let/var i2
next number let/var ( i2 + 1 ) % vertCount
v0 any let/var vertices[ index ]
v1 any let/var vertices[ next ]
found boolean let/var false
info { index: number; tri: any; } let/var { index: index, tri: tri }
halfEdge any let/var null
queue any[] let/var [ halfEdge ]
tri any let/var queue.pop().tri
vertices any let/var tri.vertices
vertNormals any let/var tri.normals
faceNormal any let/var tri.faceNormal
vertCount any let/var vertices.length
index number let/var i2
next number let/var ( i2 + 1 ) % vertCount
v0 any let/var vertices[ index ]
v1 any let/var vertices[ next ]
otherInfo any let/var halfEdgeList[ reverseHash ]
otherTri any let/var otherInfo.tri
otherIndex any let/var otherInfo.index
otherNormals any let/var otherTri.normals
otherVertCount any let/var otherNormals.length
otherFaceNormal any let/var otherTri.faceNormal
otherNext number let/var ( otherIndex + 1 ) % otherVertCount
sharedNormal1 any let/var vertNormals[ index ] \|\| otherNormals[ otherNext ]
sharedNormal2 any let/var vertNormals[ next ] \|\| otherNormals[ otherIndex ]
pos0 number let/var this.currentCharIndex ++
pos1 number let/var this.currentCharIndex
result { faces: any; conditionalSegments: an... let/var {}
triedLowerCase boolean let/var false
locationState number let/var FILE_LOCATION_TRY_PARTS
subobjectURL any let/var fileName
loader any let/var this.loader
fileLoader any let/var new FileLoader( loader.manager )
text any let/var await fileLoader.loadAsync( subobjectURL )
loader any let/var this.loader
faces any[] let/var []
lineSegments any[] let/var []
conditionalSegments any[] let/var []
subobjects any[] let/var []
materials {} let/var {}
type string let/var 'Model'
category any let/var null
keywords any let/var null
author any let/var null
totalFaces number let/var 0
numLines any let/var lines.length
parsingEmbeddedFiles boolean let/var false
currentEmbeddedFileName any let/var null
currentEmbeddedText any let/var null
bfcCertified boolean let/var false
bfcCCW boolean let/var true
bfcInverted boolean let/var false
bfcCull boolean let/var true
startingBuildingStep boolean let/var false
line any let/var lines[ lineIndex ]
lp LineParser let/var new LineParser( line, lineIndex + 1 )
material any let/var *not shown*
colorCode any let/var *not shown*
segment any let/var *not shown*
ccw any let/var *not shown*
doubleSided any let/var *not shown*
v0 any let/var *not shown*
v1 any let/var *not shown*
v2 any let/var *not shown*
v3 any let/var *not shown*
c0 any let/var *not shown*
c1 any let/var *not shown*
result any let/var this._cache[ key ]
isPassthrough boolean let/var ! forEdge && colorCode === MAIN_COLOUR_CODE \|\| forEdge && colorCode === MAI...
loader any let/var this.loader
parseCache LDrawParsedCache let/var this.parseCache
faceMaterials Set<any> let/var new Set()
subobjects any let/var info.subobjects
promises any[] let/var []
subobject any let/var subobjects[ i ]
group any let/var new Group()
subobjectInfos any[] let/var await Promise.all( promises )
subobject any let/var info.subobjects[ i ]
subobjectInfo any let/var subobjectInfos[ i ]
subobjectGroup any let/var subobjectInfo
parentLineSegments any let/var info.lineSegments
parentConditionalSegments any let/var info.conditionalSegments
parentFaces any let/var info.faces
lineSegments any let/var subobjectInfo.lineSegments
conditionalSegments any let/var subobjectInfo.conditionalSegments
faces any let/var subobjectInfo.faces
matrix any let/var subobject.matrix
inverted any let/var subobject.inverted
matrixScaleInverted boolean let/var matrix.determinant() < 0
colorCode any let/var subobject.colorCode
lineColorCode any let/var colorCode === MAIN_COLOUR_CODE ? MAIN_EDGE_COLOUR_CODE : colorCode
ls any let/var lineSegments[ i ]
vertices any let/var ls.vertices
os any let/var conditionalSegments[ i ]
vertices any let/var os.vertices
controlPoints any let/var os.controlPoints
tri any let/var faces[ i ]
vertices any let/var tri.vertices
checkSubSegments boolean let/var faceMaterials.size > 1
group any let/var info.group
group any let/var await this._cache[ key ]
parseCache LDrawParsedCache let/var this.parseCache
group any let/var await promise
parseCache LDrawParsedCache let/var this.parseCache
positions Float32Array<ArrayBuffer> let/var new Float32Array( elementSize * totalElements * 3 )
normals Float32Array<ArrayBuffer> let/var elementSize === 3 ? new Float32Array( elementSize * totalElements * 3 ) : null
materials any[] let/var []
quadArray any[] let/var new Array( 6 )
bufferGeometry any let/var new BufferGeometry()
prevMaterial any let/var null
index0 number let/var 0
numGroupVerts number let/var 0
offset number let/var 0
elem any let/var elements[ iElem ]
vertices any let/var elem.vertices
v any let/var vertices[ j ]
index number let/var offset + j * 3
v0 any let/var vertices[ 0 ]
v1 any let/var vertices[ 1 ]
v2 any let/var vertices[ 2 ]
elemNormals any let/var elem.normals
n any let/var elem.faceNormal
index number let/var offset + j * 3
material any let/var elem.material
object3d any let/var null
controlArray0 Float32Array<ArrayBuffer> let/var new Float32Array( elements.length * 3 * 2 )
controlArray1 Float32Array<ArrayBuffer> let/var new Float32Array( elements.length * 3 * 2 )
directionArray Float32Array<ArrayBuffer> let/var new Float32Array( elements.length * 3 * 2 )
os any let/var elements[ i ]
vertices any let/var os.vertices
controlPoints any let/var os.controlPoints
c0 any let/var controlPoints[ 0 ]
c1 any let/var controlPoints[ 1 ]
v0 any let/var vertices[ 0 ]
v1 any let/var vertices[ 1 ]
index number let/var i * 3 * 2
fileLoader any let/var new FileLoader( this.manager )
text any let/var await fileLoader.loadAsync( url )
colorLineRegex RegExp let/var /^0 !COLOUR/
materials any[] let/var []
line any let/var lines[ i ]
fileLoader any let/var new FileLoader( this.manager )
matLib {} let/var this.materialLibrary
loader this let/var this
parentIsPassthrough boolean let/var parentColorCode === MAIN_COLOUR_CODE
forEdge any let/var c.isLineSegments \|\| c.isConditionalLine
isPassthrough boolean let/var ! forEdge && colorCode === MAIN_COLOUR_CODE \|\| forEdge && colorCode === MAI...
material any let/var null
code any let/var null
fillColor string let/var '#FF00FF'
edgeColor string let/var '#FF00FF'
alpha number let/var 1
isTransparent boolean let/var false
luminance number let/var 0
finishType number let/var FINISH_TYPE_DEFAULT
edgeMaterial any let/var null
token any let/var null
material any let/var null
conditionalEdgeMaterial any let/var new this.ConditionalLineMaterial( { fog: true, transparent: isTransparent, de...
lum any let/var *not shown*
stepNumber number let/var 0

Async/Await Patterns

Type Function Await Expressions Promise Chains
async-function processInfoSubobjects Promise.all( promises ) parseCache.ensureDataLoaded( subobject.fileName ).then, this.loadModel( subobject.fileName ).catch, Promise.all

Functions

generateFaceNormals(faces: any): void

Parameters:

  • faces any

Returns: void

Calls:

  • _tempVec0.subVectors
  • _tempVec1.subVectors
  • new Vector3() .crossVectors( _tempVec0, _tempVec1 ) .normalize
Code
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();

    }

}

smoothNormals(faces: any, lineSegments: any, checkSubSegments: boolean): void

Parameters:

  • faces any
  • lineSegments any
  • checkSubSegments boolean

Returns: void

Calls:

  • hashVertex
  • targetRay.direction.subVectors( v1, v0 ).normalize
  • v0.dot
  • targetRay.origin.copy( v0 ).addScaledVector
  • hashEdge
  • hardEdges.add
  • toNormalizedRay
  • hashRay
  • hardEdgeRays.has
  • hardEdgeRays.set
  • hardEdgeRays.get
  • info.ray.direction.dot
  • info.distances.push
  • hardEdges.has
  • ray.direction.dot
  • queue.pop
  • Math.abs
  • otherTri.faceNormal.dot
  • queue.push
  • otherNormals[ otherNext ].norm.add
  • normals.push
  • sharedNormal1.norm.add
  • otherNormals[ otherIndex ].norm.add
  • sharedNormal2.norm.add
  • normals[ i ].normalize

Internal Comments:

// NOTE: 1e2 is pretty coarse but was chosen to quantize the resulting value because (x2)
// it allows edges to be smoothed as expected (see minifig arms). (x2)
// -- (x2)
// And the vector values are initialize multiplied by 1 + 1e-10 to account for floating (x2)
// point errors on vertices along quantization boundaries. Ie after matrix multiplication (x2)
// vertices that should be merged might be set to "1.7" and "1.6999..." meaning they won't (x2)
// get merged. This added epsilon attempts to push these error values to the same quantized (x2)
// value for the sake of hashing. See "AT-ST mini" dishes. See mrdoob/three#23169. (x2)
// converts the two vertices to a ray with a normalized direction and origin of 0, 0, 0 projected
// onto the original line.
// Save the list of hard edges by hash
// only generate the hard edge ray map if we're checking subsegments because it's more expensive to check
// and requires more memory.
// add both ray directions to the map (x2)
// store both segments ends in min, max order in the distances array to check if a face edge is a (x2)
// subsegment later. (x2)
// track the half edges associated with each triangle
// don't add the triangle if the edge is supposed to be hard
// if checking subsegments then check to see if this edge lies on a hard edge ray and whether its within any ray bounds
// return early if the face edge is found to be a subsegment of a line edge meaning the edge will have "hard" normals (x2)
// Iterate until we've tried to connect all faces to share normals
// Stop if there are no more faces left (x2)
// Exhaustively find all connected faces (x2)
// initialize all vertex normals in this triangle (x2)
// Check if any edge is connected to another triangle edge (x2)
// delete this triangle from the list so it won't be found again (x2)
// 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 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.
// share the first normal (x2)
// it's possible to encounter an edge of a triangle that has already been traversed meaning (x3)
// both edges already have different normals defined and shared. To work around this we create (x3)
// a wrapper object so when those edges are merged the normals can be updated everywhere. (x3)
// share the second normal
// The normals of each face have been added up so now we average them by normalizing the vector.

Code
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();

    }

}

hashVertex(v: any): string

Parameters:

  • v any

Returns: string

Code
function hashVertex( v ) {

        const x = ~ ~ ( v.x * hashMultiplier );
        const y = ~ ~ ( v.y * hashMultiplier );
        const z = ~ ~ ( v.z * hashMultiplier );

        return `${ x },${ y },${ z }`;

    }

hashEdge(v0: any, v1: any): string

Parameters:

  • v0 any
  • v1 any

Returns: string

Calls:

  • hashVertex
Code
function hashEdge( v0, v1 ) {

        return `${ hashVertex( v0 ) }_${ hashVertex( v1 ) }`;

    }

toNormalizedRay(v0: any, v1: any, targetRay: any): any

Parameters:

  • v0 any
  • v1 any
  • targetRay any

Returns: any

Calls:

  • targetRay.direction.subVectors( v1, v0 ).normalize
  • v0.dot
  • targetRay.origin.copy( v0 ).addScaledVector
Code
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;

    }

hashRay(ray: any): string

Parameters:

  • ray any

Returns: string

Calls:

  • hashEdge
Code
function hashRay( ray ) {

        return hashEdge( ray.origin, ray.direction );

    }

isPartType(type: any): boolean

Parameters:

  • type any

Returns: boolean

Code
function isPartType( type ) {

    return type === 'Part' || type === 'Unofficial_Part';

}

isPrimitiveType(type: any): boolean

Parameters:

  • type any

Returns: boolean

Calls:

  • /primitive/i.test
Code
function isPrimitiveType( type ) {

    return /primitive/i.test( type ) || type === 'Subpart';

}

LineParser.seekNonSpace(): void

Returns: void

Calls:

  • this.line.charAt
Code
seekNonSpace() {

        while ( this.currentCharIndex < this.lineLength ) {

            this.currentChar = this.line.charAt( this.currentCharIndex );

            if ( this.currentChar !== ' ' && this.currentChar !== '\t' ) {

                return;

            }

            this.currentCharIndex ++;

        }

    }

LineParser.getToken(): any

Returns: any

Calls:

  • this.line.charAt
  • this.seekNonSpace
  • this.line.substring

Internal Comments:

// Seek space

Code
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 );

    }

LineParser.getVector(): any

Returns: any

Calls:

  • parseFloat
  • this.getToken
Code
getVector() {

        return new Vector3( parseFloat( this.getToken() ), parseFloat( this.getToken() ), parseFloat( this.getToken() ) );

    }

LineParser.getRemainingString(): any

Returns: any

Calls:

  • this.line.substring
Code
getRemainingString() {

        return this.line.substring( this.currentCharIndex, this.lineLength );

    }

LineParser.isAtTheEnd(): boolean

Returns: boolean

Code
isAtTheEnd() {

        return this.currentCharIndex >= this.lineLength;

    }

LineParser.setToEnd(): void

Returns: void

Code
setToEnd() {

        this.currentCharIndex = this.lineLength;

    }

LineParser.getLineNumberString(): string

Returns: string

Code
getLineNumberString() {

        return this.lineNumber >= 0 ? ' at line ' + this.lineNumber : '';

    }

LDrawParsedCache.cloneResult(original: any): { faces: any; conditionalSegments: any; lineSegments: any; type: any; category: any; keywords: any; author: any; subobjects: any; fileName: any; totalFaces: any; startingBuildingStep: any; materials: any; group: any; }

Parameters:

  • original any

Returns: { faces: any; conditionalSegments: any; lineSegments: any; type: any; category: any; keywords: any; author: any; subobjects: any; fileName: any; totalFaces: any; startingBuildingStep: any; materials: any; group: any; }

Calls:

  • original.faces.map
  • face.vertices.map
  • v.clone
  • face.normals.map
  • original.conditionalSegments.map
  • face.controlPoints.map
  • original.lineSegments.map

Internal Comments:

// vertices are transformed and normals computed before being converted to geometry (x4)
// so these pieces must be cloned. (x4)
// none if this is subsequently modified (x4)

Code
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;

    }

LDrawParsedCache.fetchData(fileName: any): Promise<any>

Parameters:

  • fileName any

Returns: Promise<any>

Calls:

  • fileName.substring
  • fileName.lastIndexOf
  • fileName.toLowerCase
  • fileLoader.setPath
  • fileLoader.setRequestHeader
  • fileLoader.setWithCredentials
  • fileLoader.loadAsync

Internal Comments:

// Try absolute path (x3)
// Next attempt is lower case (x3)

Code
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.' );

    }

LDrawParsedCache.parse(text: any, fileName: any): { faces: { material: any; colorCode: any; faceNormal: any; vertices: any[]; normals: any[]; }[]; conditionalSegments: { material: any; colorCode: any; vertices: any[]; controlPoints: any[]; }[]; lineSegments: { material: any; colorCode: any; vertices: any[]; }[]; ... 9 more ...; group: any; }

Parameters:

  • text any
  • fileName any

Returns: { faces: { material: any; colorCode: any; faceNormal: any; vertices: any[]; normals: any[]; }[]; conditionalSegments: { material: any; colorCode: any; vertices: any[]; controlPoints: any[]; }[]; lineSegments: { material: any; colorCode: any; vertices: any[]; }[]; ... 9 more ...; group: any; }

Calls:

  • text.indexOf
  • text.replace
  • text.split
  • line.startsWith
  • this.setData
  • line.substring
  • lp.seekNonSpace
  • lp.isAtTheEnd
  • lp.getToken
  • loader.parseColorMetaDirective
  • console.warn
  • lp.getLineNumberString
  • lp.getRemainingString().split
  • newKeywords.forEach
  • keywords.push
  • keyword.trim
  • lp.getRemainingString
  • getLocalMaterial
  • parseFloat
  • new Matrix4().set
  • lp.getRemainingString().trim().replace
  • fileName.startsWith
  • subobjects.push
  • lp.getVector
  • lineSegments.push
  • conditionalSegments.push
  • faces.push

Internal Comments:

// final results (x2)
// split into lines
// This is faster than String.split with regex that splits on both (x3)
// Parse all line commands
// Save previous embedded file in the cache (x4)
// New embedded text file (x3)
// Empty line
// Parse the line type (x2)
// Line type 0: Comment or META
// Parse meta directive (x2)
// Start embedded text files parsing (x3)
// Changes to the backface culling state
// Other meta directives are not implemented
// Line type 1: Sub-object file
// Found the subobject path in the preloaded file path map (x3)
// Standardized subfolders
// Line type 2: Line segment
// Line type 5: Conditional Line segment
// Line type 3: Triangle
// Line type 4: Quadrilateral
// specifically place the triangle diagonal in the v0 and v1 slots so we can (x4)
// account for the doubling of vertices later when smoothing normals. (x4)

Code
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
        };

    }

LDrawParsedCache.getData(fileName: any, clone: boolean): any

Parameters:

  • fileName any
  • clone boolean

Returns: any

Calls:

  • fileName.toLowerCase
  • this.cloneResult
Code
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;

        }

    }

LDrawParsedCache.ensureDataLoaded(fileName: any): Promise<void>

Parameters:

  • fileName any

Returns: Promise<void>

Calls:

  • fileName.toLowerCase
  • this.fetchData( fileName ).then
  • this.parse

Internal Comments:

// replace the promise with a copy of the parsed data for immediate processing (x5)

Code
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 ];

    }

LDrawParsedCache.setData(fileName: any, text: any): void

Parameters:

  • fileName any
  • text any

Returns: void

Calls:

  • fileName.toLowerCase
  • this.parse
Code
setData( fileName, text ) {

        const key = fileName.toLowerCase();
        this._cache[ key ] = this.parse( text, fileName );

    }

getLocalMaterial(colorCode: any): any

Parameters:

  • colorCode any

Returns: any

Code
colorCode => {

            return materials[ colorCode ] || null;

        }

getMaterialFromCode(colorCode: any, parentColorCode: any, materialHierarchy: any, forEdge: any): any

Parameters:

  • colorCode any
  • parentColorCode any
  • materialHierarchy any
  • forEdge any

Returns: any

Code
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;

}

LDrawPartsGeometryCache.processIntoMesh(info: any): Promise<any>

Parameters:

  • info any

Returns: Promise<any>

Calls:

  • parseCache.ensureDataLoaded( subobject.fileName ).then
  • parseCache.getData
  • isPrimitiveType
  • this.loadModel( subobject.fileName ).catch
  • console.warn
  • processInfoSubobjects
  • promises.push
  • Promise.all
  • subobject.matrix.decompose
  • loader.applyMaterialsToMesh
  • group.add
  • matrix.determinant
  • vertices[ 0 ].applyMatrix4
  • vertices[ 1 ].applyMatrix4
  • getMaterialFromCode
  • parentLineSegments.push
  • controlPoints[ 0 ].applyMatrix4
  • controlPoints[ 1 ].applyMatrix4
  • parentConditionalSegments.push
  • vertices[ i ].applyMatrix4
  • faceMaterials.add
  • vertices.reverse
  • parentFaces.push
  • generateFaceNormals
  • smoothNormals
  • createObject

Internal Comments:

// Processes the part subobject information to load child parts and merge geometry onto part (x2)
// piece object. (x2)
// 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.
// the subobject failed to load
// if the subobject was loaded as a separate group then apply the parent scopes materials
// add the subobject group if it has children in case it has both children and primitives
// transform the primitives into the local space of the parent piece and append them to (x2)
// to the parent primitives list. (x2)
// If the scale of the object is negated then the triangle winding order
// needs to be flipped.
// Apply the parent subobjects pass through material code to this object. This is done several times due
// to material scoping.
// Track material use to see if we need to use the normal smooth slow path for hard edges.
// Add the primitive objects and metadata. (x2)

Code
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;

    }

LDrawPartsGeometryCache.hasCachedModel(fileName: any): boolean

Parameters:

  • fileName any

Returns: boolean

Calls:

  • fileName.toLowerCase
Code
hasCachedModel( fileName ) {

        return fileName !== null && fileName.toLowerCase() in this._cache;

    }

LDrawPartsGeometryCache.getCachedModel(fileName: any): Promise<any>

Parameters:

  • fileName any

Returns: Promise<any>

Calls:

  • this.hasCachedModel
  • fileName.toLowerCase
  • group.clone
Code
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;

        }

    }

LDrawPartsGeometryCache.loadModel(fileName: any): Promise<any>

Parameters:

  • fileName any

Returns: Promise<any>

Calls:

  • fileName.toLowerCase
  • this.hasCachedModel
  • this.getCachedModel
  • parseCache.ensureDataLoaded
  • parseCache.getData
  • this.processIntoMesh
  • isPartType
  • group.clone

Internal Comments:

// Return cached model if available.
// Otherwise parse a new model. (x2)
// Ensure the file data is loaded and pre parsed. (x2)
// 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.
// Cache object if it's a part so it can be reused later.
// return a copy (x2)

Code
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();

        }

    }

LDrawPartsGeometryCache.parseModel(text: any): Promise<any>

Parameters:

  • text any

Returns: Promise<any>

Calls:

  • parseCache.parse
  • isPartType
  • this.hasCachedModel
  • this.getCachedModel
  • this.processIntoMesh
Code
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 );

    }

processInfoSubobjects(info: any, subobject: any): Promise<any>

Parameters:

  • info any
  • subobject any

Returns: Promise<any>

Calls:

  • parseCache.ensureDataLoaded( subobject.fileName ).then
  • parseCache.getData
  • isPrimitiveType
  • this.loadModel( subobject.fileName ).catch
  • console.warn
  • processInfoSubobjects
  • promises.push
  • Promise.all
  • subobject.matrix.decompose
  • loader.applyMaterialsToMesh
  • group.add
  • matrix.determinant
  • vertices[ 0 ].applyMatrix4
  • vertices[ 1 ].applyMatrix4
  • getMaterialFromCode
  • parentLineSegments.push
  • controlPoints[ 0 ].applyMatrix4
  • controlPoints[ 1 ].applyMatrix4
  • parentConditionalSegments.push
  • vertices[ i ].applyMatrix4
  • faceMaterials.add
  • vertices.reverse
  • parentFaces.push

Internal Comments:

// 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.
// the subobject failed to load
// if the subobject was loaded as a separate group then apply the parent scopes materials
// add the subobject group if it has children in case it has both children and primitives
// transform the primitives into the local space of the parent piece and append them to (x2)
// to the parent primitives list. (x2)
// If the scale of the object is negated then the triangle winding order
// needs to be flipped.
// Apply the parent subobjects pass through material code to this object. This is done several times due
// to material scoping.

Code
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;

        }

sortByMaterial(a: any, b: any): 1 | 0 | -1

Parameters:

  • a any
  • b any

Returns: 1 | 0 | -1

Code
function sortByMaterial( a, b ) {

    if ( a.colorCode === b.colorCode ) {

        return 0;

    }

    if ( a.colorCode < b.colorCode ) {

        return - 1;

    }

    return 1;

}

createObject(loader: any, elements: any, elementSize: any, isConditionalSegments: boolean, totalElements: any): any

Parameters:

  • loader any
  • elements any
  • elementSize any
  • isConditionalSegments boolean
  • totalElements any

Returns: any

Calls:

  • elements.sort
  • _tempVec0.subVectors
  • _tempVec1.subVectors
  • new Vector3() .crossVectors( _tempVec0, _tempVec1 ) .normalize
  • bufferGeometry.addGroup
  • materials.push
  • loader.edgeMaterialCache.get
  • loader.conditionalEdgeMaterialCache.get
  • bufferGeometry.setAttribute

Internal Comments:

// Creates a LineSegments (elementSize = 2) or a Mesh (elementSize = 3 ) (x4)
// With per face / segment material, implemented with mesh groups and materials array (x4)
// Sort the faces or line segments by color code to make later the mesh groups (x4)
// create the normals array if this is a set of faces
// use face normal if a vertex normal is not provided (x2)
// If a material has not been made available yet then keep the color code string in the material array (x4)
// to save the spot for the material once a parent scopes materials are being applied to the object. (x4)

Code
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;

}

LDrawLoader.setPartsLibraryPath(path: string): LDrawLoader

JSDoc:

/**
     * This method must be called prior to `load()` unless the model to load does not reference
     * library parts (usually it will be a model with all its parts packed in a single file).
     *
     * @param {string} path - Path to library parts files to load referenced parts from.
     * This is different from Loader.setPath, which indicates the path to load the main asset from.
     * @return {LDrawLoader} A reference to this loader.
     */

Parameters:

  • path string

Returns: LDrawLoader

Code
setPartsLibraryPath( path ) {

        this.partsLibraryPath = path;
        return this;

    }

LDrawLoader.setConditionalLineMaterial(type: any): LDrawLoader

JSDoc:

/**
     * Sets the conditional line material type which depends on the used renderer.
     * Use {@link LDrawConditionalLineMaterial} when using `WebGLRenderer` and
     * {@link LDrawConditionalLineNodeMaterial} when using `WebGPURenderer`.
     *
     * @param {(LDrawConditionalLineMaterial.constructor|LDrawConditionalLineNodeMaterial.constructor)} type - The conditional line material type.
     * @return {LDrawLoader} A reference to this loader.
     */

Parameters:

  • type any

Returns: LDrawLoader

Code
setConditionalLineMaterial( type ) {

        this.ConditionalLineMaterial = type;
        this.missingConditionalEdgeColorMaterial = new this.ConditionalLineMaterial( { name: Loader.DEFAULT_MATERIAL_NAME, fog: true, color: 0xFF00FF } );
        return this;

    }

LDrawLoader.preloadMaterials(url: string): Promise<any>

JSDoc:

/**
     * This async method preloads materials from a single LDraw file. In the official
     * parts library there is a special file which is loaded always the first (LDConfig.ldr)
     * and contains all the standard color codes. This method is intended to be used with
     * not packed files, for example in an editor where materials are preloaded and parts
     * are loaded on demand.
     *
     * @async
     * @param {string} url - Path of the LDraw materials asset.
     * @return {Promise} A Promise that resolves when the preload has finished.
     */

Parameters:

  • url string

Returns: Promise<any>

Calls:

  • fileLoader.setPath
  • fileLoader.setRequestHeader
  • fileLoader.setWithCredentials
  • fileLoader.loadAsync
  • text.split
  • colorLineRegex.test
  • line.replace
  • this.parseColorMetaDirective
  • materials.push
  • this.addMaterials
Code
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.addMaterials( materials );

    }

LDrawLoader.load(url: string, onLoad: (arg0: Group) => any, onProgress: onProgressCallback, onError: onErrorCallback): void

JSDoc:

/**
     * Starts loading from the given URL and passes the loaded LDraw asset
     * to the `onLoad()` callback.
     *
     * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
     * @param {function(Group)} onLoad - Executed when the loading process has been finished.
     * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
     * @param {onErrorCallback} onError - Executed when errors occur.
     */

Parameters:

  • url string
  • onLoad (arg0: Group) => any
  • onProgress onProgressCallback
  • onError onErrorCallback

Returns: void

Calls:

  • fileLoader.setPath
  • fileLoader.setRequestHeader
  • fileLoader.setWithCredentials
  • fileLoader.load
  • this.addDefaultMaterials
  • `this.partsCache .parseModel( text ) .then( group => {
                this.applyMaterialsToMesh( group, MAIN_COLOUR_CODE, this.materialLibrary, true );
                this.computeBuildingSteps( group );
                group.userData.fileName = url;
                onLoad( group );
    
            } )
            .catch`
    

Internal Comments:

// Initializes the materials library with default materials (x4)

Code
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 => {

            // Initializes the materials library with default materials
            this.addDefaultMaterials();

            this.partsCache
                .parseModel( text )
                .then( group => {

                    this.applyMaterialsToMesh( group, MAIN_COLOUR_CODE, this.materialLibrary, true );
                    this.computeBuildingSteps( group );
                    group.userData.fileName = url;
                    onLoad( group );

                } )
                .catch( onError );

        }, onProgress, onError );

    }

LDrawLoader.parse(text: string, onLoad: (arg0: Group) => any, onError: onErrorCallback): void

JSDoc:

/**
     * Parses the given LDraw data and returns the resulting group.
     *
     * @param {string} text - The raw VRML data as a string.
     * @param {function(Group)} onLoad - Executed when the loading/parsing process has been finished.
     * @param {onErrorCallback} onError - Executed when errors occur.
     */

Parameters:

  • text string
  • onLoad (arg0: Group) => any
  • onError onErrorCallback

Returns: void

Calls:

  • `this.partsCache .parseModel( text ) .then( group => {
            this.applyMaterialsToMesh( group, MAIN_COLOUR_CODE, this.materialLibrary, true );
            this.computeBuildingSteps( group );
            group.userData.fileName = '';
            onLoad( group );
    
        } )
        .catch`
    
Code
parse( text, onLoad, onError ) {

        this.partsCache
            .parseModel( text )
            .then( group => {

                this.applyMaterialsToMesh( group, MAIN_COLOUR_CODE, this.materialLibrary, true );
                this.computeBuildingSteps( group );
                group.userData.fileName = '';
                onLoad( group );

            } )
            .catch( onError );

    }

LDrawLoader.setMaterials(materials: Material[]): LDrawLoader

JSDoc:

/**
     * Sets the loader's material library. This method clears existing
     * material definitions.
     *
     * @param {Array<Material>} materials - The materials to set.
     * @return {LDrawLoader} A reference to this loader.
     */

Parameters:

  • materials Material[]

Returns: LDrawLoader

Calls:

  • this.clearMaterials
  • this.addMaterials
Code
setMaterials( materials ) {

        this.clearMaterials();
        this.addMaterials( materials );

        return this;

    }

LDrawLoader.clearMaterials(): LDrawLoader

JSDoc:

/**
     * Clears the loader's material library.
     *
     * @return {LDrawLoader} A reference to this loader.
     */

Returns: LDrawLoader

Code
clearMaterials() {

        this.materialLibrary = {};
        this.materials = [];

        return this;

    }

LDrawLoader.addMaterials(materials: Material[]): LDrawLoader

JSDoc:

/**
     * Adds a list of materials to the loader's material library.
     *
     * @param {Array<Material>} materials - The materials to add.
     * @return {LDrawLoader} A reference to this loader.
     */

Parameters:

  • materials Material[]

Returns: LDrawLoader

Calls:

  • this.addMaterial
Code
addMaterials( materials ) {

        for ( let i = 0, l = materials.length; i < l; i ++ ) {

            this.addMaterial( materials[ i ] );

        }

        return this;

    }

LDrawLoader.addDefaultMaterials(): LDrawLoader

JSDoc:

/**
     * Initializes the loader with default materials.
     *
     * @return {LDrawLoader} A reference to this loader.
     */

Returns: LDrawLoader

Calls:

  • this.addMaterial
  • this.parseColorMetaDirective

Internal Comments:

// Add default main triangle and line edge materials (used in pieces that can be colored with a main color) (x4)

Code
addDefaultMaterials() {

        // 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;

    }

LDrawLoader.setFileMap(fileMap: { [x: string]: string; }): LDrawLoader

JSDoc:

/**
     * Sets a map which maps referenced library filenames to new filenames.
     * If a fileMap is not specified (the default), library parts will be accessed by trial and
     * error in subfolders 'parts', 'p' and 'models'.
     *
     * @param {Object<string,string>} fileMap - The file map to set.
     * @return {LDrawLoader} A reference to this loader.
     */

Parameters:

  • fileMap { [x: string]: string; }

Returns: LDrawLoader

Code
setFileMap( fileMap ) {

        this.fileMap = fileMap;

        return this;

    }

LDrawLoader.addMaterial(material: Material): LDrawLoader

JSDoc:

/**
     * Adds a single material to the loader's material library.
     *
     * @param {Material} material - The material to add.
     * @return {LDrawLoader} A reference to this loader.
     */

Parameters:

  • material Material

Returns: LDrawLoader

Calls:

  • this.materials.push

Internal Comments:

// Adds a material to the material library which is on top of the parse scopes stack. And also to the materials array (x2)

Code
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;

    }

LDrawLoader.getMaterial(colorCode: string): Material

JSDoc:

/**
     * Returns a material for the given color code.
     *
     * @param {string} colorCode - The color code.
     * @return {?Material} The material. Returns `null` if no material has been found.
     */

Parameters:

  • colorCode string

Returns: Material

Calls:

  • colorCode.startsWith
  • colorCode.substring
  • this.parseColorMetaDirective

Internal Comments:

// Special 'direct' material value (RGB color) (x2)

Code
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;

    }

LDrawLoader.applyMaterialsToMesh(group: any, parentColorCode: any, materialHierarchy: any, finalMaterialPass: boolean): void

Parameters:

  • group any
  • parentColorCode any
  • materialHierarchy any
  • finalMaterialPass boolean

Returns: void

Calls:

  • group.traverse
  • Array.isArray
  • getMaterial
  • loader.getMaterial
  • console.warn
  • loader.edgeMaterialCache.get
  • loader.conditionalEdgeMaterialCache.get

Internal Comments:

// find any missing materials as indicated by a color code string and replace it with a material from the current material lib (x2)
// 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.
// if our parent is a passthrough color code and we don't have the current material color available then
// return early.
// see if we can get the final material from the "getMaterial" function which will attempt to (x3)
// parse the "direct" colors (x3)
// otherwise throw a warning if this is final opportunity to set the material (x4)
// And return the 'missing color' material (x3)

Code
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 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;

        }

    }

LDrawLoader.getMainMaterial(): Material

JSDoc:

/**
     * Returns the Material for the main LDraw color.
     *
     * For an already loaded LDraw asset, returns the Material associated with the main color code.
     * This method can be useful to modify the main material of a model or part that exposes it.
     *
     * The main color code is the standard way to color an LDraw part. It is '16' for triangles and
     * '24' for edges. Usually a complete model will not expose the main color (that is, no part
     * uses the code '16' at the top level, because they are assigned other specific colors) An LDraw
     *  part file on the other hand will expose the code '16' to be colored, and can have additional
     * fixed colors.
     *
     * @return {?Material} The material. Returns `null` if no material has been found.
     */

Returns: Material

Calls:

  • this.getMaterial
Code
getMainMaterial() {

        return this.getMaterial( MAIN_COLOUR_CODE );

    }

LDrawLoader.getMainEdgeMaterial(): Material

JSDoc:

/**
     * Returns the material for the edges main LDraw color.
     *
     * @return {?Material} The material. Returns `null` if no material has been found.
     */

Returns: Material

Calls:

  • this.getMaterial
  • this.edgeMaterialCache.get
Code
getMainEdgeMaterial() {

        const mat = this.getMaterial( MAIN_EDGE_COLOUR_CODE );
        return mat ? this.edgeMaterialCache.get( mat ) : null;

    }

LDrawLoader.parseColorMetaDirective(lineParser: any): any

Parameters:

  • lineParser any

Returns: any

Calls:

  • lineParser.getToken
  • lineParser.getLineNumberString
  • parseLuminance
  • token.toUpperCase
  • fillColor.startsWith
  • fillColor.substring
  • edgeColor.startsWith
  • edgeColor.substring
  • this.getMaterial
  • this.edgeMaterialCache.get
  • parseInt
  • isNaN
  • Math.max
  • Math.min
  • lineParser.setToEnd
  • material.color.setStyle
  • material.emissive.setStyle( fillColor, COLOR_SPACE_LDRAW ).multiplyScalar
  • new Color().setStyle
  • this.conditionalEdgeMaterialCache.set
  • this.edgeMaterialCache.set
  • this.addMaterial
  • token.startsWith
  • token.substring

Internal Comments:

// Parses a color definition and returns a THREE.Material (x2)
// Triangle and line colors (x2)
// Transparency (x2)
// Self-illumination: (x2)
// Parse tag tokens and their parameters (x2)
// Try to see if edge color is a color code (x3)
// Get the edge material for this triangle material (x3)
// Not implemented (x4)
// Try to imitate pearlescency by making the surface glossy (x3)
// Mirror finish surface (x3)
// Rubber finish (x3)
// Brushed metal finish (x3)
// Average metal finish (x3)
// Should not happen
// This is the material used for edges (x3)
// This is the material used for conditional edges (x2)
// Returns success (x2)

Code
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';

            if ( this.ConditionalLineMaterial === null ) {

                throw new Error( 'THREE.LDrawLoader: ConditionalLineMaterial type must be specified via .setConditionalLineMaterial().' );

            }

            // This is the material used for conditional edges
            const conditionalEdgeMaterial = new this.ConditionalLineMaterial( {

                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;

        }

    }

LDrawLoader.computeBuildingSteps(model: any): void

Parameters:

  • model any

Returns: void

Calls:

  • model.traverse

Internal Comments:

// Sets userdata.buildingStep number in Group objects and userData.numBuildingSteps number in the root Group object. (x2)

Code
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;

    }

getMaterial(c: any, colorCode: any): any

Parameters:

  • c any
  • colorCode any

Returns: any

Calls:

  • loader.getMaterial
  • console.warn
  • loader.edgeMaterialCache.get
  • loader.conditionalEdgeMaterialCache.get

Internal Comments:

// if our parent is a passthrough color code and we don't have the current material color available then
// return early.
// see if we can get the final material from the "getMaterial" function which will attempt to (x3)
// parse the "direct" colors (x3)
// otherwise throw a warning if this is final opportunity to set the material (x4)
// And return the 'missing color' material (x3)

Code
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 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;

        }

parseLuminance(token: any): boolean

Parameters:

  • token any

Returns: boolean

Calls:

  • token.startsWith
  • parseInt
  • token.substring
  • isNaN
  • Math.max
  • Math.min

Internal Comments:

// Returns success (x2)

Code
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;

        }

Classes

ConditionalLineSegments

Class Code
class ConditionalLineSegments extends LineSegments {

    constructor( geometry, material ) {

        super( geometry, material );
        this.isConditionalLine = true;

    }

}

LineParser

Class Code
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 : '';

    }

}

Methods

seekNonSpace(): void
Code
seekNonSpace() {

        while ( this.currentCharIndex < this.lineLength ) {

            this.currentChar = this.line.charAt( this.currentCharIndex );

            if ( this.currentChar !== ' ' && this.currentChar !== '\t' ) {

                return;

            }

            this.currentCharIndex ++;

        }

    }
getToken(): any
Code
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(): any
Code
getVector() {

        return new Vector3( parseFloat( this.getToken() ), parseFloat( this.getToken() ), parseFloat( this.getToken() ) );

    }
getRemainingString(): any
Code
getRemainingString() {

        return this.line.substring( this.currentCharIndex, this.lineLength );

    }
isAtTheEnd(): boolean
Code
isAtTheEnd() {

        return this.currentCharIndex >= this.lineLength;

    }
setToEnd(): void
Code
setToEnd() {

        this.currentCharIndex = this.lineLength;

    }
getLineNumberString(): string
Code
getLineNumberString() {

        return this.lineNumber >= 0 ? ' at line ' + this.lineNumber : '';

    }

LDrawParsedCache

Class Code
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 );

    }

}

Methods

cloneResult(original: any): { faces: any; conditionalSegments: any; lineSegments: any; type: any; category: any; keywords: any; author: any; subobjects: any; fileName: any; totalFaces: any; startingBuildingStep: any; materials: any; group: any; }
Code
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;

    }
fetchData(fileName: any): Promise<any>
Code
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: any, fileName: any): { faces: { material: any; colorCode: any; faceNormal: any; vertices: any[]; normals: any[]; }[]; conditionalSegments: { material: any; colorCode: any; vertices: any[]; controlPoints: any[]; }[]; lineSegments: { material: any; colorCode: any; vertices: any[]; }[]; ... 9 more ...; group: any; }
Code
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
        };

    }
getData(fileName: any, clone: boolean): any
Code
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;

        }

    }
ensureDataLoaded(fileName: any): Promise<void>
Code
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 ];

    }
setData(fileName: any, text: any): void
Code
setData( fileName, text ) {

        const key = fileName.toLowerCase();
        this._cache[ key ] = this.parse( text, fileName );

    }

LDrawPartsGeometryCache

Class Code
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 );

    }

}

Methods

processIntoMesh(info: any): Promise<any>
Code
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: any): boolean
Code
hasCachedModel( fileName ) {

        return fileName !== null && fileName.toLowerCase() in this._cache;

    }
getCachedModel(fileName: any): Promise<any>
Code
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;

        }

    }
loadModel(fileName: any): Promise<any>
Code
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();

        }

    }
parseModel(text: any): Promise<any>
Code
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 );

    }

LDrawLoader

Class Code
class LDrawLoader extends Loader {

    /**
     * Constructs a new LDraw loader.
     *
     * @param {LoadingManager} [manager] - The loading manager.
     */
    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 = {};

        // 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 = '';

        // this material type must be injected via setConditionalLineMaterial()
        this.ConditionalLineMaterial = null;

        // 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 = null;
        this.edgeMaterialCache.set( this.missingColorMaterial, this.missingEdgeColorMaterial );
        this.conditionalEdgeMaterialCache.set( this.missingEdgeColorMaterial, this.missingConditionalEdgeColorMaterial );

    }

    /**
     * This method must be called prior to `load()` unless the model to load does not reference
     * library parts (usually it will be a model with all its parts packed in a single file).
     *
     * @param {string} path - Path to library parts files to load referenced parts from.
     * This is different from Loader.setPath, which indicates the path to load the main asset from.
     * @return {LDrawLoader} A reference to this loader.
     */
    setPartsLibraryPath( path ) {

        this.partsLibraryPath = path;
        return this;

    }

    /**
     * Sets the conditional line material type which depends on the used renderer.
     * Use {@link LDrawConditionalLineMaterial} when using `WebGLRenderer` and
     * {@link LDrawConditionalLineNodeMaterial} when using `WebGPURenderer`.
     *
     * @param {(LDrawConditionalLineMaterial.constructor|LDrawConditionalLineNodeMaterial.constructor)} type - The conditional line material type.
     * @return {LDrawLoader} A reference to this loader.
     */
    setConditionalLineMaterial( type ) {

        this.ConditionalLineMaterial = type;
        this.missingConditionalEdgeColorMaterial = new this.ConditionalLineMaterial( { name: Loader.DEFAULT_MATERIAL_NAME, fog: true, color: 0xFF00FF } );
        return this;

    }

    /**
     * This async method preloads materials from a single LDraw file. In the official
     * parts library there is a special file which is loaded always the first (LDConfig.ldr)
     * and contains all the standard color codes. This method is intended to be used with
     * not packed files, for example in an editor where materials are preloaded and parts
     * are loaded on demand.
     *
     * @async
     * @param {string} url - Path of the LDraw materials asset.
     * @return {Promise} A Promise that resolves when the preload has finished.
     */
    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.addMaterials( materials );

    }

    /**
     * Starts loading from the given URL and passes the loaded LDraw asset
     * to the `onLoad()` callback.
     *
     * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
     * @param {function(Group)} onLoad - Executed when the loading process has been finished.
     * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
     * @param {onErrorCallback} onError - Executed when errors occur.
     */
    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 => {

            // Initializes the materials library with default materials
            this.addDefaultMaterials();

            this.partsCache
                .parseModel( text )
                .then( group => {

                    this.applyMaterialsToMesh( group, MAIN_COLOUR_CODE, this.materialLibrary, true );
                    this.computeBuildingSteps( group );
                    group.userData.fileName = url;
                    onLoad( group );

                } )
                .catch( onError );

        }, onProgress, onError );

    }

    /**
     * Parses the given LDraw data and returns the resulting group.
     *
     * @param {string} text - The raw VRML data as a string.
     * @param {function(Group)} onLoad - Executed when the loading/parsing process has been finished.
     * @param {onErrorCallback} onError - Executed when errors occur.
     */
    parse( text, onLoad, onError ) {

        this.partsCache
            .parseModel( text )
            .then( group => {

                this.applyMaterialsToMesh( group, MAIN_COLOUR_CODE, this.materialLibrary, true );
                this.computeBuildingSteps( group );
                group.userData.fileName = '';
                onLoad( group );

            } )
            .catch( onError );

    }

    /**
     * Sets the loader's material library. This method clears existing
     * material definitions.
     *
     * @param {Array<Material>} materials - The materials to set.
     * @return {LDrawLoader} A reference to this loader.
     */
    setMaterials( materials ) {

        this.clearMaterials();
        this.addMaterials( materials );

        return this;

    }

    /**
     * Clears the loader's material library.
     *
     * @return {LDrawLoader} A reference to this loader.
     */
    clearMaterials() {

        this.materialLibrary = {};
        this.materials = [];

        return this;

    }

    /**
     * Adds a list of materials to the loader's material library.
     *
     * @param {Array<Material>} materials - The materials to add.
     * @return {LDrawLoader} A reference to this loader.
     */
    addMaterials( materials ) {

        for ( let i = 0, l = materials.length; i < l; i ++ ) {

            this.addMaterial( materials[ i ] );

        }

        return this;

    }

    /**
     * Initializes the loader with default materials.
     *
     * @return {LDrawLoader} A reference to this loader.
     */
    addDefaultMaterials() {

        // 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;

    }

    /**
     * Sets a map which maps referenced library filenames to new filenames.
     * If a fileMap is not specified (the default), library parts will be accessed by trial and
     * error in subfolders 'parts', 'p' and 'models'.
     *
     * @param {Object<string,string>} fileMap - The file map to set.
     * @return {LDrawLoader} A reference to this loader.
     */
    setFileMap( fileMap ) {

        this.fileMap = fileMap;

        return this;

    }

    /**
     * Adds a single material to the loader's material library.
     *
     * @param {Material} material - The material to add.
     * @return {LDrawLoader} A reference to this loader.
     */
    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;

    }

    /**
     * Returns a material for the given color code.
     *
     * @param {string} colorCode - The color code.
     * @return {?Material} The material. Returns `null` if no material has been found.
     */
    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 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;

        }

    }

    /**
     * Returns the Material for the main LDraw color.
     *
     * For an already loaded LDraw asset, returns the Material associated with the main color code.
     * This method can be useful to modify the main material of a model or part that exposes it.
     *
     * The main color code is the standard way to color an LDraw part. It is '16' for triangles and
     * '24' for edges. Usually a complete model will not expose the main color (that is, no part
     * uses the code '16' at the top level, because they are assigned other specific colors) An LDraw
     *  part file on the other hand will expose the code '16' to be colored, and can have additional
     * fixed colors.
     *
     * @return {?Material} The material. Returns `null` if no material has been found.
     */
    getMainMaterial() {

        return this.getMaterial( MAIN_COLOUR_CODE );

    }

    /**
     * Returns the material for the edges main LDraw color.
     *
     * @return {?Material} The material. Returns `null` if no material has been found.
     */
    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';

            if ( this.ConditionalLineMaterial === null ) {

                throw new Error( 'THREE.LDrawLoader: ConditionalLineMaterial type must be specified via .setConditionalLineMaterial().' );

            }

            // This is the material used for conditional edges
            const conditionalEdgeMaterial = new this.ConditionalLineMaterial( {

                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;

    }

}

Methods

setPartsLibraryPath(path: string): LDrawLoader
Code
setPartsLibraryPath( path ) {

        this.partsLibraryPath = path;
        return this;

    }
setConditionalLineMaterial(type: any): LDrawLoader
Code
setConditionalLineMaterial( type ) {

        this.ConditionalLineMaterial = type;
        this.missingConditionalEdgeColorMaterial = new this.ConditionalLineMaterial( { name: Loader.DEFAULT_MATERIAL_NAME, fog: true, color: 0xFF00FF } );
        return this;

    }
preloadMaterials(url: string): Promise<any>
Code
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.addMaterials( materials );

    }
load(url: string, onLoad: (arg0: Group) => any, onProgress: onProgressCallback, onError: onErrorCallback): void
Code
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 => {

            // Initializes the materials library with default materials
            this.addDefaultMaterials();

            this.partsCache
                .parseModel( text )
                .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: string, onLoad: (arg0: Group) => any, onError: onErrorCallback): void
Code
parse( text, onLoad, onError ) {

        this.partsCache
            .parseModel( text )
            .then( group => {

                this.applyMaterialsToMesh( group, MAIN_COLOUR_CODE, this.materialLibrary, true );
                this.computeBuildingSteps( group );
                group.userData.fileName = '';
                onLoad( group );

            } )
            .catch( onError );

    }
setMaterials(materials: Material[]): LDrawLoader
Code
setMaterials( materials ) {

        this.clearMaterials();
        this.addMaterials( materials );

        return this;

    }
clearMaterials(): LDrawLoader
Code
clearMaterials() {

        this.materialLibrary = {};
        this.materials = [];

        return this;

    }
addMaterials(materials: Material[]): LDrawLoader
Code
addMaterials( materials ) {

        for ( let i = 0, l = materials.length; i < l; i ++ ) {

            this.addMaterial( materials[ i ] );

        }

        return this;

    }
addDefaultMaterials(): LDrawLoader
Code
addDefaultMaterials() {

        // 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: { [x: string]: string; }): LDrawLoader
Code
setFileMap( fileMap ) {

        this.fileMap = fileMap;

        return this;

    }
addMaterial(material: Material): LDrawLoader
Code
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: string): Material
Code
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;

    }
applyMaterialsToMesh(group: any, parentColorCode: any, materialHierarchy: any, finalMaterialPass: boolean): void
Code
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 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(): Material
Code
getMainMaterial() {

        return this.getMaterial( MAIN_COLOUR_CODE );

    }
getMainEdgeMaterial(): Material
Code
getMainEdgeMaterial() {

        const mat = this.getMaterial( MAIN_EDGE_COLOUR_CODE );
        return mat ? this.edgeMaterialCache.get( mat ) : null;

    }
parseColorMetaDirective(lineParser: any): any
Code
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';

            if ( this.ConditionalLineMaterial === null ) {

                throw new Error( 'THREE.LDrawLoader: ConditionalLineMaterial type must be specified via .setConditionalLineMaterial().' );

            }

            // This is the material used for conditional edges
            const conditionalEdgeMaterial = new this.ConditionalLineMaterial( {

                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: any): void
Code
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;

    }