/usr/src/castle-game-engine-5.2.0/x3d/x3dlexer.pas is in castle-game-engine-src 5.2.0-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2002-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ VRML/X3D classic lexer (TX3DLexer). }
unit X3DLexer;
{$I castleconf.inc}
interface
uses SysUtils, Classes, CastleUtils, CastleStringUtils, CastleClassUtils,
Math;
type
{ Valid keywords for all VRML / X3D versions. }
TX3DKeyword = (vkDEF, vkEXTERNPROTO, vkFALSE, vkIS, vkNULL, vkPROTO, vkROUTE,
vkTO, vkTRUE, vkUSE, vkEventIn, vkEventOut, vkExposedField, vkField,
{ Below keywords are X3D-only as far as specification is concerned.
However, we decide to support IMPORT/EXPORT for older VRML versions
too (the downside is that you cannot name your nodes like this,
but the upside is that you can use these features in all VRML versions.) } { }
vkAS, vkEXPORT, vkIMPORT,
{ X3D-only keywords below } { }
vkCOMPONENT, vkMETA, vkPROFILE, vkUNIT,
vkInputOnly, vkOutputOnly, vkInputOutput, vkInitializeOnly);
TX3DKeywords = set of TX3DKeyword;
const
VRML10Keywords = [vkDEF, vkUSE, vkFALSE, vkTRUE];
VRML20Keywords = [vkDEF .. vkIMPORT] +
{ META accepted as Titania demos use it } [vkMETA];
X3DKeywords = [Low(TX3DKeyword) .. High(TX3DKeyword)] -
[vkEventIn, vkEventOut, vkExposedField, vkField];
type
{ Lexer token. }
TX3DToken = (
vtKeyword,
vtName,
{ Symbols for all VRML versions.
@groupBegin }
vtOpenCurlyBracket, vtCloseCurlyBracket,
vtOpenSqBracket, vtCloseSqBracket,
{ @groupEnd }
{ Symbols below are only for VRML <= 1.0.
In VRML 2.0, they are no longer valid symbols
(comma is even considered a whitespace).
They will never be returned by lexer when reading VRML >= 2.0 files.
@groupBegin }
vtOpenBracket, vtCloseBracket, vtBar, vtComma,
{ @groupEnd }
{ Symbols below are only for VRML >= 2.0.
They will never be returned by lexer when reading VRML < 2.0 files.
@groupBegin }
vtPeriod,
{ @groupEnd }
{ Symbols below are only for VRML >= 3.0, that is X3D.
They will never be returned by lexer when reading VRML < 3.0 files.
@groupBegin }
vtColon,
{ @groupEnd }
{ Back to version-neutral tokens, suitable for all VRML / X3D versions.
@groupBegin }
vtFloat, vtInteger, vtString,
{ @groupEnd }
{ vtEnd means that we're standing at the end of stream, no more tokens.
From this point, further reads using NextToken from stream will
always result in vtEnd (they will not raise an error). }
vtEnd);
TX3DTokens = set of TX3DToken;
EX3DGzipCompressed = class(Exception);
const
TokenNumbers : TX3DTokens = [vtFloat, vtInteger];
type
TX3DEncoding = (xeClassic, xeXML);
TX3DVersion = object
Major, Minor: Integer;
function FileExtension(const Encoding: TX3DEncoding;
const ForceConvertingToX3D: boolean = false): string;
{ File filters if you want to save a file using Save3D. }
function FileFilters(const Encoding: TX3DEncoding;
const ForceConvertingToX3D: boolean = false): string;
end;
{ VRML/X3D (classic encoding) lexer.
The lexer always "looks" (i.e. contains in Token and TokenXxx fields)
at the next not yet interpreted token.
Remember that VRML is case-sensitive, so TokenName and TokenString
should be compared in case-sensitive manner. Also note that
for VRML/X3D >= 2.0 these fields contain UTF-8 encoded strings.
Note that this lexer can read only from @link(TPeekCharStream), not just
from any TStream. You may have to wrap your stream in some
@link(TPeekCharStream) descendant (for example create TFileStream
and then wrap it inside @link(TBufferedReadStream)). }
TX3DLexer = class
private
fVersion: TX3DVersion;
fToken: TX3DToken;
fTokenKeyword: TX3DKeyword;
fTokenName: string;
fTokenFloat: Float;
fTokenInteger: Int64;
fTokenString: string;
VRMLWhitespaces, VRMLNoWhitespaces: TSetOfChars;
VRMLNameChars, VRMLNameFirstChars: TSetOfChars;
FStream: TPeekCharStream;
FOwnsStream: boolean;
{ Reads chars from Stream until EOF or some non-white char will
be approached. Omits VRML comments. Returns as FirstBlack
-1 (if EOF) or Ord(of this non-white char). (This non-white
char will be already read from Stream, so usually you MUST do
something with returned here FirstBlack, you can't ignore him) }
procedure StreamReadUptoFirstBlack(out FirstBlack: Integer);
{ Read string. Initial " has been already read. Reads everything
up to (and including) " terminating the string.
Sets fToken and fTokenString to appropriate values
(i.e. fToken always to vtString, fTokenString to string contents). }
procedure ReadString;
{ Helpers for implementing constructors. They do everything, besides
reading header from the stream (before the first real token)
and setting VRMLVerXxx fields, you must do it between the call
to CreateCommonBegin and CreateCommonEnd.
@groupBegin }
procedure CreateCommonBegin(AStream: TPeekCharStream;
AOwnsStream: boolean);
procedure CreateCommonEnd;
{ @groupEnd }
public
{ Standard constructor.
After constructor call, @link(Version) is already set,
it's checked that file is not compressed by gzip, and the first
Token is already read.
@raises(EX3DGzipCompressed If the Stream starts with gzip file header.) }
constructor Create(AStream: TPeekCharStream; AOwnsStream: boolean);
{ Constructor for the case when you only have part of normal
VRML tokens stream.
This is particularly useful to parse fields of X3D in XML encoding.
Inside XML attributes we have then a text that can parsed with
a classical VRML lexer, to parse fields contents.
This creates a lexer that works quite like a normal lexer.
At creation time it doesn't expect header line (like @code(#VRML 2.0 utf8)),
that why you have to supply VRML major and minor version as
parameters here. Also it doesn't try to detect gzip header.
It simply behaves like we're in the middle of VRML tokens stream.
Overloaded version with a first parameter as string simply reads
tokens from this string (wrapping it in TStringStream and TPeekCharStream).
@groupBegin }
constructor CreateForPartialStream(
AStream: TPeekCharStream; AOwnsStream: boolean;
const AVersion: TX3DVersion); overload;
constructor CreateForPartialStream(const S: string;
const AVersion: TX3DVersion); overload;
{ @groupEnd }
destructor Destroy; override;
{ The stream we're reading.
This is simply the AStream that you passed to the constructor
of this class.
Note that you can't operate on this stream from outside while lexer
works, this could confuse the lexer. But you're free to read
some stream properties, e.g. check Stream.Position. }
property Stream: TPeekCharStream read FStream;
{ VRML/X3D version, as recorded in the file header.
All VRML 1.0, 2.0, X3D (various 3.x) are recognized correctly.
For Inventor 1.0 ascii, we set Version.Major to 0
(as historically Inventor is a predecessor to VRML 1.0). }
property Version: TX3DVersion read fVersion;
{ Token we're currently standing on.
TokenKeyword, TokenName, TokenFloat and TokenInteger have defined
values only when token type is appropriate. }
property Token: TX3DToken read fToken;
{ When Token = vtKeyword, TokenKeyword points to appropriate keyword.
When Version.Major = 1, then you can be sure that TokenKeyword is
in VRML10Keywords. Analogous for VRML20Keywords and X3DKeywords.
So e.g. in VRML 1.0 "PROTO" will be treated like a normal name,
not a start of prototype. }
property TokenKeyword: TX3DKeyword read fTokenKeyword;
{ When Token = vtName, TokenName contains appropriate VRML name.
Name syntax as in specification on page 24 (really 32 in pdf) of
vrml97specification.pdf. It can be a user name for something (for a node,
for example) but it can also be a name of a node type or a node field
or an enumerated field constant ... it can be @italic(anything)
except keyword.
Note that this is supposed to contain UTF-8 encoded string for VRML >= 2.0. }
property TokenName: string read fTokenName;
{ When Token = vtFloat or vtInteger, TokenFloat contains a value of
this token.
For vtInteger you have the same thing in TokenInteger,
TokenFloat is also initialized to the same value for your comfort
(every integer value is also a float, after all). }
property TokenFloat: Float read fTokenFloat;
{ When Token = vtInteger, TokenInteger contains appropriate value. }
property TokenInteger: Int64 read fTokenInteger;
{ When Token = vtString, TokenString contains string value. }
property TokenString: string read fTokenString;
{ NextToken reads next token from stream, initializing appropriately
all Token* properties. For comfort, this returs the new value of
@link(Token) property. }
function NextToken: TX3DToken;
{ Read the next token, knowing that it @italic(must) be vtName token.
This is basically a dirty hack to read some incorrect VRML files,
that use not allowed characters in VRML names. This allows us to
accept as a vtName some characters that normally (when using normal
NextToken) would get interpreted as other token.
For example, mgf2inv can write name @code(0) (a zero, that would be
read as vtInteger token in normal circumstances), on some WWW page
I found sample VRML models with node name @code("Crab!") (yes,
with exclamation mark and double quotes as part of the node name).
@raises(EX3DParserError When we really really cannot interpret contents
as vtName token here --- currently this may happen only if end of
stream is reached. Note that this is reported as a parsing error.) }
procedure NextTokenForceVTName;
{ Read the next token, knowing that it @italic(must) be vtString token.
Similiar to NextTokenForceVTName: use this like a shortcut for
@longCode(#
NextToken;
CheckTokenIs(vtString);
#)
but it is not equivalent to such instructions. This is because
VRML 1.0 allowed rather strange thing: string may be not enclosed
in double quotes if it does not contain a space. This "feature"
is not present in VRML >= 2.0, but, unfortunately, I'm trying to handle
VRML 1.0 here so I have to conform to this specification.
In particular, Blender generates VRML 1.0 files with Texture2.filename
fields not enclosed in double quotes. So this "feature" is actually
used by someone... So I have to implement this.
Usual NextToken will not be able to return vtString if it approaches
a string not enclosed in double quotes. But THIS function
will be able to handle it. So always use this function when
you expect a string, this ensures
that we will correctly parse any valid VRML 1.0 file.
(unfortunately I'm not doing this now when parsing MFString,
this would just require too "unclean" code; I'm using this
function only before calling parse on SFString field from
TX3DNode.Parse.) }
procedure NextTokenForceVTString;
{ Returns if Token is vtKeyword and TokenKeyword is given Keyword. }
function TokenIsKeyword(const Keyword: TX3DKeyword): boolean; overload;
function TokenIsKeyword(const Keywords: TX3DKeywords): boolean; overload;
{ Nice textual description of current token, suitable to show to user. }
function DescribeToken: string;
{ Check is token = Tok, if not -> parser error "expected token 'tok'".
You can provide your own description for Tok or default desciption
for token will be used. }
procedure CheckTokenIs(Tok: TX3DToken); overload;
procedure CheckTokenIs(Tok: TX3DToken; const TokDescription: string); overload;
procedure CheckTokenIs(const Toks: TX3DTokens; const ToksDescription: string); overload;
procedure CheckTokenIsKeyword(const Keyword: TX3DKeyword);
end;
{ Any error related to VRML/X3D. }
EX3DError = class(Exception);
{ Error when reading VRML/X3D classic encoding. }
EX3DClassicReadError = class(EX3DError)
protected
function MessagePositionPrefix(Lexer: TX3DLexer): string; virtual; abstract;
public
{ Standard constructor.
Lexer instance must be valid for this call, but not longer.
That is, you can free the lexer after this constructor finished,
it doesn't need to be valid for the whole lifetime of this object. }
constructor Create(Lexer: TX3DLexer; const s: string);
end;
{ Error when reading VRML/X3D. For now, just equal to EX3DClassicReadError,
later may be an ancestor to EX3DClassicReadError.
Problems in other encodings (XML) are for now always turned into warnings. }
EX3DReadError = EX3DClassicReadError;
EX3DLexerError = class(EX3DClassicReadError)
protected
function MessagePositionPrefix(Lexer: TX3DLexer): string; override;
end;
EX3DParserError = class(EX3DClassicReadError)
protected
function MessagePositionPrefix(Lexer: TX3DLexer): string; override;
end;
const
X3DKeywordsName: array [TX3DKeyword] of string = (
'DEF', 'EXTERNPROTO', 'FALSE', 'IS', 'NULL', 'PROTO', 'ROUTE',
'TO', 'TRUE', 'USE', 'eventIn', 'eventOut', 'exposedField', 'field',
'AS', 'EXPORT', 'IMPORT',
'COMPONENT', 'META', 'PROFILE', 'UNIT',
'inputOnly', 'outputOnly', 'inputOutput', 'initializeOnly'
);
{ String encoded for VRML/X3D classic, surrounded by double quotes.
You can use this when generating VRML/X3D content by hand.
Simply put, this just adds
double quotes around and prepends backslash to all " and \ inside.
Fortunately, no other characters (including newlines) need to be quoted
in any special way for VRML/X3D.
For example:
@longCode(#
StringToX3DClassic('foo') = '"foo"'
StringToX3DClassic('say "yes"') = '"say \"yes\""'
#) }
function StringToX3DClassic(const s: string;
const SurroundWithQuotes: boolean = true): string;
{ String encoded for X3D XML, surrounded by double quotes.
You can use this when generating VRML/X3D content by hand.
Simply put, this just adds double quotes around and replaces
all special characters (quotes, double quotes and more)
with appropriate XML entities &xxx;. }
function StringToX3DXml(const s: string): string;
{ String encoded for X3D XML, surrounded by double quotes, to be used
as part of MFString.
In addition to what StringToX3DXml does, this additionally
adds backslash before " (double quotes), and doubles existing backslashes.
Otherwise XML reader
may not tell the difference between double quotes delimiting single string
item and double quotes inside, as it has to (and DOM units do) treat
" and " exactly the same. X3D XML encoding spec shows example
confirming this is correct,
@code(<Text string='"He said, \"Immel did it!\""' />). }
function StringToX3DXmlMulti(const s: string): string;
implementation
uses CastleLog, CastleWarnings;
const
{ utf8 specific constants below }
X3DLineTerm = [#10, #13];
X3DTokenNames: array [TX3DToken] of string = (
'keyword', 'name',
'"{"', '"}"', '"["', '"]"', '"("', '")"', '"|"', '","', '"."', '":"',
'float', 'integer', 'string', 'end of stream');
var
{ Log all read tokens. Useful for debugging lexer. }
LogTokens: boolean = false;
function ArrayPosX3DKeywords(const s: string; out Index: TX3DKeyword): boolean;
var
I: TX3DKeyword;
begin
for I := Low(X3DKeywords) to High(X3DKeywords) do
if X3DKeywordsName[I] = s then
begin
Index := I;
Result := true;
Exit;
end;
Result := false;
end;
{ TX3DVersion --------------------------------------------------------------- }
function TX3DVersion.FileExtension(const Encoding: TX3DEncoding;
const ForceConvertingToX3D: boolean): string;
begin
if Encoding = xeXML then
Result := '.x3d' else
if (Major >= 3) or ForceConvertingToX3D then
Result := '.x3dv' else
Result := '.wrl';
end;
function TX3DVersion.FileFilters(const Encoding: TX3DEncoding;
const ForceConvertingToX3D: boolean): string;
const
SaveVRMLClassic_FileFilters =
'All files|*|' +
'*VRML (*.wrl)|*.wrl|' +
'VRML (compressed) (*.wrz, *.wrl.gz)|*.wrz;*.wrl.gz';
SaveX3DClassic_FileFilters =
'All files|*|' +
'*X3D classic (*.x3dv)|*.x3dv|' +
'X3D classic (compressed) (*.x3dvz, *.x3dv.gz)|*.x3dvz;*.x3dv.gz';
SaveX3DXml_FileFilters =
'All files|*|' +
'*X3D XML (*.x3d)|*.x3d|' +
'X3D XML (compressed) (*.x3dz, *.x3d.gz)|*.x3dz;*.x3d.gz';
begin
if Encoding = xeXML then
Result := SaveX3DXml_FileFilters else
if (Major >= 3) or ForceConvertingToX3D then
Result := SaveX3DClassic_FileFilters else
Result := SaveVRMLClassic_FileFilters;
end;
{ TX3DLexer ------------------------------------------------------------- }
procedure TX3DLexer.CreateCommonBegin(AStream: TPeekCharStream;
AOwnsStream: boolean);
begin
inherited Create;
FStream := AStream;
FOwnsStream := AOwnsStream;
end;
procedure TX3DLexer.CreateCommonEnd;
begin
{ calculate VRMLWhitespaces, VRMLNoWhitespaces
(based on VRMLVerXxx) }
VRMLWhitespaces := [' ',#9, #10, #13];
if FVersion.Major >= 2 then
Include(VRMLWhitespaces, ',');
VRMLNoWhitespaces := AllChars - VRMLWhitespaces;
{ calculate VRMLNameChars, VRMLNameFirstChars }
{ These are defined according to vrml97specification on page 24. }
VRMLNameChars := AllChars -
[#0..#$1f, ' ', '''', '"', '#', ',', '.', '[', ']', '\', '{', '}'];
if FVersion.Major <= 1 then
VRMLNameChars := VRMLNameChars - ['(', ')', '|'];
if FVersion.Major >= 3 then
{ X3D standard has a little less characters allowed.
In particular, ':' (unicode 0x3a) is not allowed and should not be,
because component statements are separated by vtColon.
Detailed spec is in "IdFirstChar" and "IdRestChars" on X3D classic VRML
spec grammat. }
VRMLNameChars := VRMLNameChars - [':'];
VRMLNameFirstChars := VRMLNameChars - ['0'..'9', '-','+'];
{read first token}
NextToken;
end;
constructor TX3DLexer.Create(AStream: TPeekCharStream; AOwnsStream: boolean);
const
GzipHeader = #$1F + #$8B;
InventorHeaderStart = '#Inventor ';
VRML1HeaderStart = '#VRML V1.0 ';
EncodingAscii = 'ascii'; { Used by VRML 1.0 }
VRML2HeaderStart = '#VRML V2.0 ';
{ This is not an official VRML header, but it's used by VRML models on
[http://www.itl.nist.gov/div897/ctg/vrml/chaco/chaco.html] }
VRML2DraftHeaderStart = '#VRML Draft #2 V2.0 ';
EncodingUtf8 = 'utf8'; { Used by VRML >= 2.0 }
X3DHeaderStart = '#X3D ';
procedure Utf8HeaderReadRest(const Line: string);
var
Encoding: string;
begin
Encoding := NextTokenOnce(Line);
if Encoding <> EncodingUtf8 then
raise EX3DLexerError.Create(Self,
'VRML 2.0 / X3D incorrect signature: only utf8 encoding supported');
end;
{ If Prefix is a prefix of S, then return @true and remove this prefix
from S. Otherwise return @false (without modifying S).
Allows also an UTF-8 BOM before a prefix. }
function CheckRemoveHeader(Prefix: string; var S: string): boolean;
const
Utf8Bom = #$EF + #$BB + #$BF;
begin
Result := IsPrefix(Prefix, S);
if Result then
Delete(S, 1, Length(Prefix)) else
begin
Prefix := Utf8Bom + Prefix;
Result := IsPrefix(Prefix, S);
if Result then
Delete(S, 1, Length(Prefix));
end;
end;
{ Parse and remove Vmajor.minor version number from VRML header line.
Note that this is slightly more flexible than VRML / X3D classic
spec says (they require exactly one space before and after version
number, we allow any number of whitespaces). }
procedure ParseVersion(var S: string; out Major, Minor: Integer);
const
SIncorrectSignature = 'Inventor / VRML / X3D Incorrect signature: ';
Digits = ['0' .. '9'];
var
NumStart, I: Integer;
begin
I := 1;
{ whitespace }
while SCharIs(S, I, WhiteSpaces) do Inc(I);
{ "V" }
if not SCharIs(S, I, 'V') then
raise EX3DLexerError.Create(Self,
SIncorrectSignature + 'Expected "V" and version number');
Inc(I);
{ major number }
NumStart := I;
while SCharIs(S, I, Digits) do Inc(I);
try
Major := StrToInt(CopyPos(S, NumStart, I - 1));
except
on E: EConvertError do
raise EX3DLexerError.Create(Self,
SIncorrectSignature + 'Incorrect major version number: ' + E.Message);
end;
{ dot }
if not SCharIs(S, I, '.') then
raise EX3DLexerError.Create(Self,
SIncorrectSignature + 'Expected "." between major and minor version number');
Inc(I);
{ minor number }
NumStart := I;
while SCharIs(S, I, Digits) do Inc(I);
try
Minor := StrToInt(CopyPos(S, NumStart, I - 1));
except
on E: EConvertError do
raise EX3DLexerError.Create(Self,
SIncorrectSignature + 'Incorrect minor version number: ' + E.Message);
end;
{ whitespace }
while SCharIs(S, I, WhiteSpaces) do Inc(I);
Delete(S, 1, I - 1);
end;
var
Line: string;
begin
CreateCommonBegin(AStream, AOwnsStream);
{ Read first line = signature. }
Line := Stream.ReadUpto(X3DLineTerm);
{ Conveniently, GzipHeader doesn't contain X3DLineTerm.
So if Line starts with GzipHeader, we know 100% it's gzip file,
otherwise we know 100% it's not. }
if Copy(Line, 1, Length(GzipHeader)) = GzipHeader then
begin
raise EX3DGzipCompressed.Create('Stream is compressed by gzip');
end;
{ Normal (uncompressed) VRML file, continue reading ... }
if Stream.ReadChar = -1 then
raise EX3DLexerError.Create(Self,
'Unexpected end of file on the 1st line');
{ Recognize various Inventor / VRML / X3D headers,
code below goes chronologically through various VRML etc. versions.
For now ParseVersion is used only by X3D. But it could be used
also by other Inventor / VRML versions. }
if CheckRemoveHeader(InventorHeaderStart, Line) then
begin
FVersion.Major := 0;
FVersion.Minor := 0;
if not IsPrefix('V1.0 ascii', Line) then
raise EX3DLexerError.Create(Self, Format(
'Inventor format detected, version "%s", but only Inventor 1.0 ascii files are supported',
[TrimRight(Line)]));
end else
if CheckRemoveHeader(VRML1HeaderStart, Line) then
begin
FVersion.Major := 1;
FVersion.Minor := 0;
{ then must be 'ascii';
VRML 1.0 'ascii' may be followed immediately by some black char. }
if not IsPrefix(EncodingAscii, Line) then
raise EX3DLexerError.Create(Self, 'Wrong VRML 1.0 signature: '+
'VRML 1.0 files must have "ascii" encoding');
end else
if CheckRemoveHeader(VRML2DraftHeaderStart, Line) or
CheckRemoveHeader(VRML2HeaderStart, Line) then
begin
FVersion.Major := 2;
FVersion.Minor := 0;
Utf8HeaderReadRest(Line);
end else
if CheckRemoveHeader(X3DHeaderStart, Line) then
begin
ParseVersion(Line, FVersion.Major, FVersion.Minor);
if FVersion.Major < 3 then
raise EX3DLexerError.Create(Self,
'Wrong X3D major version number, should be >= 3');
Utf8HeaderReadRest(Line);
end else
raise EX3DLexerError.Create(Self,
'VRML signature error : unrecognized signature');
CreateCommonEnd;
end;
constructor TX3DLexer.CreateForPartialStream(
AStream: TPeekCharStream; AOwnsStream: boolean;
const AVersion: TX3DVersion);
begin
CreateCommonBegin(AStream, AOwnsStream);
FVersion := AVersion;
CreateCommonEnd;
end;
constructor TX3DLexer.CreateForPartialStream(const S: string;
const AVersion: TX3DVersion);
var
StringStream: TStringStream;
begin
StringStream := TStringStream.Create(S);
CreateForPartialStream(
TBufferedReadStream.Create(StringStream, true), true, AVersion);
end;
destructor TX3DLexer.Destroy;
begin
if FOwnsStream then
FreeAndNil(FStream);
inherited;
end;
procedure TX3DLexer.StreamReadUptoFirstBlack(out FirstBlack: Integer);
begin
repeat
Stream.ReadUpto(VRMLNoWhitespaces);
FirstBlack := Stream.ReadChar;
{ TODO: ignore X3D multiline comments also }
{ ignore comments }
if FirstBlack = Ord('#') then
Stream.ReadUpto(X3DLineTerm) else
break;
until false;
end;
procedure TX3DLexer.ReadString;
var
endingChar: Integer;
NextChar: Integer;
begin
fToken := vtString;
fTokenString := '';
repeat
fTokenString += Stream.ReadUpto(['\', '"']);
endingChar := Stream.ReadChar;
if endingChar = -1 then
raise EX3DLexerError.Create(Self,
'Unexpected end of file in the middle of string token');
{ When EndingChar is a backslash, and it is followed by " or \,
we ignore the 1st backslash and the next character
is interpreted verbatim.
This way \\ becomes \ and \" becomes \.
Moreover, for https://sourceforge.net/p/castle-engine/tickets/14/ ,
we detect (and warn) about invalid sequences after backslash,
and in this case we keep the backslash. }
if EndingChar = Ord('\') then
begin
NextChar := Stream.ReadChar;
if NextChar = -1 then
raise EX3DLexerError.Create(Self,
'Unexpected end of file in the middle of string token');
if not (Chr(NextChar) in ['"', '\']) then
begin
OnWarning(wtMajor, 'X3D', Format('Invalid sequence in a string: "\%s". Backslash must be followed by another backslash or double quote, for SFString and MFString (in X3D classic (VRML) encoding) and for MFString (in X3D XML encoding).',
[Chr(NextChar)]));
FTokenString += '\';
end;
FTokenString += Chr(NextChar);
end;
until endingChar = Ord('"');
end;
function TX3DLexer.NextToken: TX3DToken;
procedure ReadNameOrKeyword(FirstLetter: char);
{read name token. First letter has been already read.}
var foundKeyword: TX3DKeyword;
const
LowerCaseVKTrue = 'true' { LowerCase(X3DKeywords[vkTRUE]) };
LowerCaseVKFalse = 'false' { LowerCase(X3DKeywords[vkFALSE]) };
begin
fTokenName := FirstLetter +Stream.ReadUpto(AllChars - VRMLNameChars);
{ teraz zobacz czy fTokenName nie jest przypadkiem keywordem. }
if ArrayPosX3DKeywords(fTokenName, foundKeyword) and
( ( (FVersion.Major <= 1) and (foundKeyword in VRML10Keywords) ) or
( (FVersion.Major = 2) and (foundKeyword in VRML20Keywords) ) or
( (FVersion.Major >= 3) and (foundKeyword in X3DKeywords) )
) then
begin
FToken := vtKeyword;
FTokenKeyword := foundKeyword;
end else
if FVersion.Major >= 3 then
begin
{ In X3D XML encoding you should specify SFBool / MFBool values
as lower-case. From spec:
Lower-case strings for true and false are used in order
to maximize interoperability with other XML languages.
In my engine, I relax this rule: in *any* X3D encoding (XML, classic...),
you can use either lower-case or upper-case boolean values.
This way all valid files are handled. }
if FTokenName = LowerCaseVKTrue then
begin
FToken := vtKeyword;
FTokenKeyword := vkTRUE;
end else
if FTokenName = LowerCaseVKFalse then
begin
FToken := vtKeyword;
FTokenKeyword := vkFALSE;
end else
FToken := vtName;
end else
FToken := vtName;
end;
{
VRML float token corresponds to Pascal Float type,
in VRML it's expressed in the followin form:
@preformatted(
[("-"|"+")]
(digit+ [ "." digit+ ] | "." digit+)
[ "e"|"E" [("-"|"+")] digit+ ]
)
VRML integer token corresponds to Pascal Int64 type,
in VRML it's expressed in the followin form:
@preformatted(
(form : [("-"|"+")] ("0x" digit_hex+ | [1-9]digit_decimal* | 0 digit_octal+) )
)
}
procedure ReadFloatOrInteger(FirstChar: char);
const
NoDigits = AllChars - ['0'..'9'];
NoHexDigits = AllChars - ['0'..'9', 'a'..'f', 'A'..'F'];
{ TODO: octal notation not implemented (i simply forgot about it) }
{ StrToFloat a little faster.
Assumes that S doesn't contain any whitespace around
(StrToFloat does Trim(S), this doesn't).
Assumes that decimal separator is '.' (StrToFloat tries to look
for FormatSettings.DecimalSeparator and replace with '.').
This is a small optimization but it matters, since reading fields like
SFVec3f / SFVec2f is the main time-eater when reading VRML files.
For "the castle" "loading creatures" (with only Alien), it changed time
(1-0.5) * old_time = (1-0.46) * new_time, i.e. new_time ~= old_time * 0.92.
Small speedup. }
function StrToFloatFaster(const S: string): Extended;
var
Err: Integer;
begin
Val(S, Result, Err);
if Err <> 0 then
raise EConvertError.CreateFmt('"%s" is an invalid float', [S]);
end;
procedure ReadAfterE(const AlreadyRead: string);
var CharAfterE: char;
RestOfToken: string;
CharAfterEInt: Integer;
begin
fToken := vtFloat;
{ Za "e" musi byc min 1 znak, to moze byc cyfra lub - lub +.
Odczytujemy go do CharAfterE.
Potem sa juz tylko cyfry, odczytujemy je do RestOfToken.
(note: you can't write "Stream.ReadChar(Stream) + Stream.ReadUpto(NoDigits)"
because it is undefined in what order S1+S2
will be calculated. See console.testy/test_string_plus) }
CharAfterEInt := Stream.ReadChar;
if CharAfterEInt = -1 then
raise EX3DLexerError.Create(Self,
'Unexpected end of file in the middle of real constant');
CharAfterE := Chr(CharAfterEInt);
RestOfToken := Stream.ReadUpto(NoDigits);
fTokenFloat := StrToFloatFaster(AlreadyRead +'e' +CharAfterE +RestOfToken);
end;
procedure ReadAfterDot(const AlreadyRead: string);
{AlreadyRead zawieraja dotychczas przeczytana liczbe calkowita ze znakiem.
Wiemy ze potem odczytano kropke - czytamy dalej. }
var s: string;
AfterS: integer;
begin
s := AlreadyRead +'.' +Stream.ReadUpto(NoDigits);
AfterS := Stream.PeekChar;
if (AfterS = Ord('e')) or (AfterS = Ord('E')) then
begin
Stream.ReadChar;
ReadAfterE(s);
end else
begin
fToken := vtFloat;
fTokenFloat := StrToFloatFaster(s);
end;
end;
var Dig1, HexDig: string;
AfterDig1: integer;
begin
try
if FirstChar = '.' then
ReadAfterDot('') else
begin
Dig1 := FirstChar + Stream.ReadUpto(NoDigits);
AfterDig1 := Stream.PeekChar;
if (AfterDig1 = Ord('x')) and (ArrayPosStr(Dig1, ['0', '-0', '+0']) >= 0) then
begin
Stream.ReadChar; { consume AfterDig1 }
HexDig := Stream.ReadUpto(NoHexDigits);
fToken := vtInteger;
fTokenInteger := StrHexToInt(HexDig);
if Dig1[1] = '-' then fTokenInteger := - fTokenInteger;
end else
if (AfterDig1 = Ord('.')) then
begin
Stream.ReadChar; { consume AfterDig1 }
{ w przypadku liczby postaci -.9 Dig1 byc ponizej rowne '';
to niczemu nie wadzi }
ReadAfterDot(Dig1)
end else
if (AfterDig1 = Ord('e')) or (AfterDig1 = Ord('E')) then
begin
Stream.ReadChar; { consume AfterDig1 }
ReadAfterE(Dig1)
end else
begin
{ odczytalismy zwyklego integera }
FToken := vtInteger;
try
FTokenInteger := StrToInt64(Dig1);
except
on E: EConvertError do
begin
{ We failed to use StrToInt64, but it's possibly a valid
float value. It's just too large for 64-bit integer... }
FToken := vtFloat;
try
FTokenFloat := StrToFloat(Dig1);
except
on EFloat: EConvertError do
{ Raise EConvertError with nice error message,
explaining what we did. }
raise EConvertError.CreateFmt('Trying to treat "%s" as ' +
'64-bit integer failed (%s), trying to treat it as ' +
'a float also failed (%s)', [Dig1, E.Message, EFloat.Message]);
end;
end;
end;
end;
end;
if fToken = vtInteger then fTokenFloat := TokenInteger;
except
on E: EConvertError do raise EX3DLexerError.Create(Self, E.Message);
end;
end;
procedure RecognizeCommonTokens(FirstBlackChr: char);
begin
case FirstBlackChr of
'{':fToken := vtOpenCurlyBracket;
'}':fToken := vtCloseCurlyBracket;
'[':fToken := vtOpenSqBracket;
']':fToken := vtCloseSqBracket;
'-','+','.','0'..'9':ReadFloatOrInteger(FirstBlackChr);
'"':ReadString;
else
if FirstBlackChr in VRMLNameFirstChars then
ReadNameOrKeyword(FirstBlackChr) else
raise EX3DLexerError.Create(Self, Format('Illegal character in stream : %s (#%d)',
[FirstBlackChr, Ord(FirstBlackChr)]));
end;
end;
var
FirstBlack: integer;
FirstBlackChr: char;
begin
StreamReadUptoFirstBlack(FirstBlack);
if FirstBlack = -1 then
fToken := vtEnd else
begin
FirstBlackChr := Chr(FirstBlack);
if FVersion.Major <= 1 then
begin
case FirstBlackChr of
{ VRML <= 1.0 symbols }
'(': fToken := vtOpenBracket;
')': fToken := vtCloseBracket;
'|': fToken := vtBar;
',': fToken := vtComma;
else RecognizeCommonTokens(FirstBlackChr);
end;
end else
begin
{ It's a little unsure lexer moment here. Maybe 12.34 means
"token integer 12", "token dot", "token integer 34" ?
Well, our decisions:
1. Lexer is greedy, so if after 12 we have a dot,
we assume it's a float. This means that in grammar, you cannot have
allowed sequence integer + dot.
2. If we see a dot, then we assume it's a float if after dot we have
a digit. So ".12" is one token, float number. So you cannot have
allowed sequence dot + integer in the grammar.
It's not a problem in practice. "Dot" token is allowed only inside
ROUTE statements as name + dot + name (and name doesn't start with
digit), so it's all OK in practice. Valid VRML files may be
unambiguously tokenized. }
if (FirstBlackChr = '.') and
(not Between(Stream.PeekChar, Ord('0'), Ord('9'))) then
FToken := vtPeriod else
{ X3D only token }
if ( (FirstBlackChr = ':') and (FVersion.Major >= 3) ) then
FToken := vtColon else
RecognizeCommonTokens(FirstBlackChr);
end;
end;
if LogTokens then WriteLog('X3D lexer', DescribeToken);
result := Token;
end;
procedure TX3DLexer.NextTokenForceVTName;
var FirstBlack: integer;
begin
StreamReadUptoFirstBlack(FirstBlack);
if FirstBlack = -1 then
fToken := vtEnd else
begin
(* Stop tokens include { } [ ], otherwise we risk that because of this
hack (NextTokenForceVTName is really only a hack to try to read
even incorrect VRML files) we would fail to read correctly valid
VRML files. *)
fTokenName := Chr(FirstBlack) +Stream.ReadUpto(
VRMLWhitespaces + ['{', '}', '[', ']']);
fToken := vtName;
end;
if LogTokens then WriteLog('X3D lexer', DescribeToken);
CheckTokenIs(vtName);
end;
procedure TX3DLexer.NextTokenForceVTString;
var FirstBlack: integer;
begin
StreamReadUptoFirstBlack(FirstBlack);
if FirstBlack = -1 then
fToken := vtEnd else
if FirstBlack = Ord('"') then
ReadString else
begin
fTokenString := Chr(FirstBlack) + Stream.ReadUpto(VRMLWhitespaces);
fToken := vtString;
end;
if LogTokens then WriteLog('X3D lexer', DescribeToken);
CheckTokenIs(vtString);
end;
function TX3DLexer.TokenIsKeyword(const Keyword: TX3DKeyword): boolean;
begin
Result := (Token = vtKeyword) and (TokenKeyword = Keyword);
end;
function TX3DLexer.TokenIsKeyword(const Keywords: TX3DKeywords): boolean;
begin
Result := (Token = vtKeyword) and (TokenKeyword in Keywords);
end;
function TX3DLexer.DescribeToken: string;
begin
result := X3DTokenNames[Token];
case Token of
vtKeyword: result := result +' "' +X3DKeywordsName[TokenKeyword]+'"';
vtName: result := '"' +TokenName+'"';
vtFloat: result := result +' ' +FloatToStr(TokenFloat);
vtInteger: result := result +' ' +IntToStr(TokenInteger);
vtString: result := result+' "'+TokenString+'"';
end;
end;
procedure TX3DLexer.CheckTokenIs(Tok: TX3DToken);
begin
CheckTokenIs(Tok, X3DTokenNames[Tok]);
end;
procedure TX3DLexer.CheckTokenIs(Tok: TX3DToken; const TokDescription: string);
begin
if Token <> Tok then
raise EX3DParserError.Create(Self, 'Expected '+TokDescription
+', got '+DescribeToken);
end;
procedure TX3DLexer.CheckTokenIs(const Toks: TX3DTokens; const ToksDescription: string);
begin
if not (Token in Toks) then
raise EX3DParserError.Create(Self, 'Expected '+ToksDescription
+', got '+DescribeToken);
end;
procedure TX3DLexer.CheckTokenIsKeyword(const Keyword: TX3DKeyword);
begin
if not ( (Token = vtKeyword) and (TokenKeyword = Keyword) ) then
raise EX3DParserError.Create(Self,
Format('Expected keyword "%s", got %s', [X3DKeywordsName[Keyword],
DescribeToken]));
end;
{ Exceptions ----------------------------------------------------------------- }
constructor EX3DClassicReadError.Create(Lexer: TX3DLexer; const s: string);
begin
inherited Create(MessagePositionPrefix(Lexer) + S);
end;
function EX3DLexerError.MessagePositionPrefix(Lexer: TX3DLexer): string;
begin
Result := Format('VRML/X3D lexical error at position %d: ', [Lexer.Stream.Position]);
end;
function EX3DParserError.MessagePositionPrefix(Lexer: TX3DLexer): string;
begin
Result := Format('VRML/X3D parse error at position %d: ', [Lexer.Stream.Position]);
end;
{ global funcs ------------------------------------------------------------------ }
function StringToX3DClassic(const s: string;
const SurroundWithQuotes: boolean): string;
const
Patterns: array [0..1] of string = ('\', '"');
PatValues: array [0..1] of string = ('\\', '\"');
begin
{ use soMatchCase for speed }
if SurroundWithQuotes then
Result := '"' + SReplacePatterns(s, Patterns, PatValues, [soMatchCase]) + '"' else
Result := SReplacePatterns(s, Patterns, PatValues, [soMatchCase]);
end;
function StringToX3DXml(const s: string): string;
const
Patterns: array [0..6] of string = ('&', '"', '''', '<', '>', #10, #13);
PatValues: array [0..6] of string = ('&', '"', ''', '<', '>', '
', '
');
begin
{ use soMatchCase for speed }
Result := '"' + SReplacePatterns(s, Patterns, PatValues, [soMatchCase]) + '"';
end;
function StringToX3DXmlMulti(const s: string): string;
const
Patterns: array [0..7] of string = ('&', '"', '''', '<', '>', #10, #13, '\');
PatValues: array [0..7] of string = ('&', '\"', ''', '<', '>', '
', '
', '\\');
begin
{ use soMatchCase for speed }
Result := '"' + SReplacePatterns(s, Patterns, PatValues, [soMatchCase]) + '"';
end;
end.
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