Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /loaders /STLLoader.js
| import { | |
| BufferAttribute, | |
| BufferGeometry, | |
| Color, | |
| FileLoader, | |
| Float32BufferAttribute, | |
| Loader, | |
| Vector3 | |
| } from 'three'; | |
| /** | |
| * Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs. | |
| * | |
| * Supports both binary and ASCII encoded files, with automatic detection of type. | |
| * | |
| * The loader returns a non-indexed buffer geometry. | |
| * | |
| * Limitations: | |
| * Binary decoding supports "Magics" color format (http://en.wikipedia.org/wiki/STL_(file_format)#Color_in_binary_STL). | |
| * There is perhaps some question as to how valid it is to always assume little-endian-ness. | |
| * ASCII decoding assumes file is UTF-8. | |
| * | |
| * Usage: | |
| * const loader = new STLLoader(); | |
| * loader.load( './models/stl/slotted_disk.stl', function ( geometry ) { | |
| * scene.add( new THREE.Mesh( geometry ) ); | |
| * }); | |
| * | |
| * For binary STLs geometry might contain colors for vertices. To use it: | |
| * // use the same code to load STL as above | |
| * if (geometry.hasColors) { | |
| * material = new THREE.MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: true }); | |
| * } else { .... } | |
| * const mesh = new THREE.Mesh( geometry, material ); | |
| * | |
| * For ASCII STLs containing multiple solids, each solid is assigned to a different group. | |
| * Groups can be used to assign a different color by defining an array of materials with the same length of | |
| * geometry.groups and passing it to the Mesh constructor: | |
| * | |
| * const mesh = new THREE.Mesh( geometry, material ); | |
| * | |
| * For example: | |
| * | |
| * const materials = []; | |
| * const nGeometryGroups = geometry.groups.length; | |
| * | |
| * const colorMap = ...; // Some logic to index colors. | |
| * | |
| * for (let i = 0; i < nGeometryGroups; i++) { | |
| * | |
| * const material = new THREE.MeshPhongMaterial({ | |
| * color: colorMap[i], | |
| * wireframe: false | |
| * }); | |
| * | |
| * } | |
| * | |
| * materials.push(material); | |
| * const mesh = new THREE.Mesh(geometry, materials); | |
| */ | |
| class STLLoader extends Loader { | |
| constructor( manager ) { | |
| super( manager ); | |
| } | |
| load( url, onLoad, onProgress, onError ) { | |
| const scope = this; | |
| const loader = new FileLoader( this.manager ); | |
| loader.setPath( this.path ); | |
| loader.setResponseType( 'arraybuffer' ); | |
| loader.setRequestHeader( this.requestHeader ); | |
| loader.setWithCredentials( this.withCredentials ); | |
| loader.load( url, function ( text ) { | |
| try { | |
| onLoad( scope.parse( text ) ); | |
| } catch ( e ) { | |
| if ( onError ) { | |
| onError( e ); | |
| } else { | |
| console.error( e ); | |
| } | |
| scope.manager.itemError( url ); | |
| } | |
| }, onProgress, onError ); | |
| } | |
| parse( data ) { | |
| function isBinary( data ) { | |
| const reader = new DataView( data ); | |
| const face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 ); | |
| const n_faces = reader.getUint32( 80, true ); | |
| const expect = 80 + ( 32 / 8 ) + ( n_faces * face_size ); | |
| if ( expect === reader.byteLength ) { | |
| return true; | |
| } | |
| // An ASCII STL data must begin with 'solid ' as the first six bytes. | |
| // However, ASCII STLs lacking the SPACE after the 'd' are known to be | |
| // plentiful. So, check the first 5 bytes for 'solid'. | |
| // Several encodings, such as UTF-8, precede the text with up to 5 bytes: | |
| // https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding | |
| // Search for "solid" to start anywhere after those prefixes. | |
| // US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd' | |
| const solid = [ 115, 111, 108, 105, 100 ]; | |
| for ( let off = 0; off < 5; off ++ ) { | |
| // If "solid" text is matched to the current offset, declare it to be an ASCII STL. | |
| if ( matchDataViewAt( solid, reader, off ) ) return false; | |
| } | |
| // Couldn't find "solid" text at the beginning; it is binary STL. | |
| return true; | |
| } | |
| function matchDataViewAt( query, reader, offset ) { | |
| // Check if each byte in query matches the corresponding byte from the current offset | |
| for ( let i = 0, il = query.length; i < il; i ++ ) { | |
| if ( query[ i ] !== reader.getUint8( offset + i ) ) return false; | |
| } | |
| return true; | |
| } | |
| function parseBinary( data ) { | |
| const reader = new DataView( data ); | |
| const faces = reader.getUint32( 80, true ); | |
| let r, g, b, hasColors = false, colors; | |
| let defaultR, defaultG, defaultB, alpha; | |
| // process STL header | |
| // check for default color in header ("COLOR=rgba" sequence). | |
| for ( let index = 0; index < 80 - 10; index ++ ) { | |
| if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) && | |
| ( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) && | |
| ( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) { | |
| hasColors = true; | |
| colors = new Float32Array( faces * 3 * 3 ); | |
| defaultR = reader.getUint8( index + 6 ) / 255; | |
| defaultG = reader.getUint8( index + 7 ) / 255; | |
| defaultB = reader.getUint8( index + 8 ) / 255; | |
| alpha = reader.getUint8( index + 9 ) / 255; | |
| } | |
| } | |
| const dataOffset = 84; | |
| const faceLength = 12 * 4 + 2; | |
| const geometry = new BufferGeometry(); | |
| const vertices = new Float32Array( faces * 3 * 3 ); | |
| const normals = new Float32Array( faces * 3 * 3 ); | |
| const color = new Color(); | |
| for ( let face = 0; face < faces; face ++ ) { | |
| const start = dataOffset + face * faceLength; | |
| const normalX = reader.getFloat32( start, true ); | |
| const normalY = reader.getFloat32( start + 4, true ); | |
| const normalZ = reader.getFloat32( start + 8, true ); | |
| if ( hasColors ) { | |
| const packedColor = reader.getUint16( start + 48, true ); | |
| if ( ( packedColor & 0x8000 ) === 0 ) { | |
| // facet has its own unique color | |
| r = ( packedColor & 0x1F ) / 31; | |
| g = ( ( packedColor >> 5 ) & 0x1F ) / 31; | |
| b = ( ( packedColor >> 10 ) & 0x1F ) / 31; | |
| } else { | |
| r = defaultR; | |
| g = defaultG; | |
| b = defaultB; | |
| } | |
| } | |
| for ( let i = 1; i <= 3; i ++ ) { | |
| const vertexstart = start + i * 12; | |
| const componentIdx = ( face * 3 * 3 ) + ( ( i - 1 ) * 3 ); | |
| vertices[ componentIdx ] = reader.getFloat32( vertexstart, true ); | |
| vertices[ componentIdx + 1 ] = reader.getFloat32( vertexstart + 4, true ); | |
| vertices[ componentIdx + 2 ] = reader.getFloat32( vertexstart + 8, true ); | |
| normals[ componentIdx ] = normalX; | |
| normals[ componentIdx + 1 ] = normalY; | |
| normals[ componentIdx + 2 ] = normalZ; | |
| if ( hasColors ) { | |
| color.set( r, g, b ).convertSRGBToLinear(); | |
| colors[ componentIdx ] = color.r; | |
| colors[ componentIdx + 1 ] = color.g; | |
| colors[ componentIdx + 2 ] = color.b; | |
| } | |
| } | |
| } | |
| geometry.setAttribute( 'position', new BufferAttribute( vertices, 3 ) ); | |
| geometry.setAttribute( 'normal', new BufferAttribute( normals, 3 ) ); | |
| if ( hasColors ) { | |
| geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) ); | |
| geometry.hasColors = true; | |
| geometry.alpha = alpha; | |
| } | |
| return geometry; | |
| } | |
| function parseASCII( data ) { | |
| const geometry = new BufferGeometry(); | |
| const patternSolid = /solid([\s\S]*?)endsolid/g; | |
| const patternFace = /facet([\s\S]*?)endfacet/g; | |
| const patternName = /solid\s(.+)/; | |
| let faceCounter = 0; | |
| const patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source; | |
| const patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' ); | |
| const patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' ); | |
| const vertices = []; | |
| const normals = []; | |
| const groupNames = []; | |
| const normal = new Vector3(); | |
| let result; | |
| let groupCount = 0; | |
| let startVertex = 0; | |
| let endVertex = 0; | |
| while ( ( result = patternSolid.exec( data ) ) !== null ) { | |
| startVertex = endVertex; | |
| const solid = result[ 0 ]; | |
| const name = ( result = patternName.exec( solid ) ) !== null ? result[ 1 ] : ''; | |
| groupNames.push( name ); | |
| while ( ( result = patternFace.exec( solid ) ) !== null ) { | |
| let vertexCountPerFace = 0; | |
| let normalCountPerFace = 0; | |
| const text = result[ 0 ]; | |
| while ( ( result = patternNormal.exec( text ) ) !== null ) { | |
| normal.x = parseFloat( result[ 1 ] ); | |
| normal.y = parseFloat( result[ 2 ] ); | |
| normal.z = parseFloat( result[ 3 ] ); | |
| normalCountPerFace ++; | |
| } | |
| while ( ( result = patternVertex.exec( text ) ) !== null ) { | |
| vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) ); | |
| normals.push( normal.x, normal.y, normal.z ); | |
| vertexCountPerFace ++; | |
| endVertex ++; | |
| } | |
| // every face have to own ONE valid normal | |
| if ( normalCountPerFace !== 1 ) { | |
| console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter ); | |
| } | |
| // each face have to own THREE valid vertices | |
| if ( vertexCountPerFace !== 3 ) { | |
| console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter ); | |
| } | |
| faceCounter ++; | |
| } | |
| const start = startVertex; | |
| const count = endVertex - startVertex; | |
| geometry.userData.groupNames = groupNames; | |
| geometry.addGroup( start, count, groupCount ); | |
| groupCount ++; | |
| } | |
| geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
| geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | |
| return geometry; | |
| } | |
| function ensureString( buffer ) { | |
| if ( typeof buffer !== 'string' ) { | |
| return new TextDecoder().decode( buffer ); | |
| } | |
| return buffer; | |
| } | |
| function ensureBinary( buffer ) { | |
| if ( typeof buffer === 'string' ) { | |
| const array_buffer = new Uint8Array( buffer.length ); | |
| for ( let i = 0; i < buffer.length; i ++ ) { | |
| array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian | |
| } | |
| return array_buffer.buffer || array_buffer; | |
| } else { | |
| return buffer; | |
| } | |
| } | |
| // start | |
| const binData = ensureBinary( data ); | |
| return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) ); | |
| } | |
| } | |
| export { STLLoader }; | |
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