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2a90d9d2
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three.js
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2a90d9d2
编写于
2月 05, 2013
作者:
A
Adam Leeper
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
adds binary STL support, example
上级
48325645
变更
7
显示空白变更内容
内联
并排
Showing
7 changed file
with
14562 addition
and
24 deletion
+14562
-24
examples/js/loaders/STLLoader.js
examples/js/loaders/STLLoader.js
+96
-4
examples/models/stl/ascii/pr2_head_pan.stl
examples/models/stl/ascii/pr2_head_pan.stl
+7002
-0
examples/models/stl/ascii/pr2_head_tilt.stl
examples/models/stl/ascii/pr2_head_tilt.stl
+7366
-0
examples/models/stl/ascii/slotted_disk.stl
examples/models/stl/ascii/slotted_disk.stl
+0
-0
examples/models/stl/binary/pr2_head_pan.stl
examples/models/stl/binary/pr2_head_pan.stl
+0
-0
examples/models/stl/binary/pr2_head_tilt.stl
examples/models/stl/binary/pr2_head_tilt.stl
+0
-0
examples/webgl_loader_stl.html
examples/webgl_loader_stl.html
+98
-20
未找到文件。
examples/js/loaders/STLLoader.js
浏览文件 @
2a90d9d2
...
...
@@ -4,7 +4,11 @@
*
* Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs.
*
* Limitations: Currently supports ASCII format only
* Supports both binary and ASCII encoded files, with automatic detection of type.
*
* Limitations: Binary decoding ignores header. There doesn't seem to be much of a use for it.
* There is perhaps some question as to how valid it is to always assume little-endian-ness.
* ASCII decoding assumes file is UTF-8. Seems to work for the examples...
*
* Usage:
* var loader = new THREE.STLLoader();
...
...
@@ -35,7 +39,8 @@ THREE.STLLoader.prototype = {
request
.
addEventListener
(
'
load
'
,
function
(
event
)
{
var
geometry
=
scope
.
parse
(
event
.
target
.
responseText
);
var
geometry
;
geometry
=
scope
.
parse
(
event
.
target
.
response
);
scope
.
dispatchEvent
(
{
type
:
'
load
'
,
content
:
geometry
}
);
...
...
@@ -56,11 +61,51 @@ THREE.STLLoader.prototype = {
},
false
);
request
.
open
(
'
GET
'
,
url
,
true
);
request
.
responseType
=
"
arraybuffer
"
;
request
.
send
(
null
);
},
parse
:
function
(
data
)
{
bin2str
:
function
(
buf
)
{
var
array_buffer
=
new
Uint8Array
(
buf
);
var
str
=
''
;
for
(
var
i
=
0
;
i
<
buf
.
byteLength
;
i
++
)
{
str
+=
String
.
fromCharCode
(
array_buffer
[
i
]);
// implicitly assumes little-endian
}
return
str
},
isASCII
:
function
(
buf
){
var
dv
=
new
DataView
(
buf
);
var
str
=
''
;
for
(
var
i
=
0
;
i
<
5
;
i
++
)
{
str
+=
String
.
fromCharCode
(
dv
.
getUint8
(
i
,
true
));
// assume little-endian
}
return
(
str
.
toLowerCase
()
==
'
solid
'
);
// All ASCII stl files begin with 'solid'
},
parse
:
function
(
buf
)
{
if
(
this
.
isASCII
(
buf
)
)
{
var
str
=
this
.
bin2str
(
buf
);
console
.
log
(
"
Detected ASCII stl file.
"
);
return
this
.
parseASCII
(
str
);
}
else
{
console
.
log
(
"
Detected Binary stl file.
"
);
return
this
.
parseBinary
(
buf
);
}
},
parseASCII
:
function
(
data
)
{
var
geometry
=
new
THREE
.
Geometry
();
...
...
@@ -99,6 +144,53 @@ THREE.STLLoader.prototype = {
return
geometry
;
},
parseBinary
:
function
(
buf
)
{
// STL binary format specification, as per http://en.wikipedia.org/wiki/STL_(file_format)
//
// UINT8[80] – Header
// UINT32 – Number of triangles
//
// foreach triangle
// REAL32[3] – Normal vector
// REAL32[3] – Vertex 1
// REAL32[3] – Vertex 2
// REAL32[3] – Vertex 3
// UINT16 – Attribute byte count
// end
//
var
geometry
=
new
THREE
.
Geometry
();
var
header_length
=
80
;
var
data_offset
=
84
;
var
face_length
=
12
*
4
+
2
;
var
header
=
new
Uint8Array
(
buf
,
0
,
header_length
);
var
num_triangles
=
new
Uint32Array
(
buf
,
header_length
,
1
);
var
le
=
true
;
// is little-endian? // This might be processor dependent...
for
(
var
i
=
0
;
i
<
num_triangles
[
0
];
i
++
)
{
var
dv
=
new
DataView
(
buf
,
data_offset
+
i
*
face_length
,
face_length
);
var
normal
=
new
THREE
.
Vector3
(
dv
.
getFloat32
(
0
,
le
),
dv
.
getFloat32
(
4
,
le
),
dv
.
getFloat32
(
8
,
le
)
);
for
(
var
v
=
3
;
v
<
12
;
v
+=
3
)
{
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
dv
.
getFloat32
(
v
*
4
,
le
),
dv
.
getFloat32
((
v
+
1
)
*
4
,
le
),
dv
.
getFloat32
(
(
v
+
2
)
*
4
,
le
)
)
);
}
var
len
=
geometry
.
vertices
.
length
;
geometry
.
faces
.
push
(
new
THREE
.
Face3
(
len
-
3
,
len
-
2
,
len
-
1
,
normal
)
);
}
geometry
.
computeCentroids
();
geometry
.
computeBoundingSphere
();
return
geometry
;
}
};
examples/models/stl/ascii/pr2_head_pan.stl
0 → 100644
浏览文件 @
2a90d9d2
因为 它太大了无法显示 source diff 。你可以改为
查看blob
。
examples/models/stl/ascii/pr2_head_tilt.stl
0 → 100644
浏览文件 @
2a90d9d2
因为 它太大了无法显示 source diff 。你可以改为
查看blob
。
examples/models/stl/slotted_disk.stl
→
examples/models/stl/
ascii/
slotted_disk.stl
浏览文件 @
2a90d9d2
文件已移动
examples/models/stl/binary/pr2_head_pan.stl
0 → 100644
浏览文件 @
2a90d9d2
文件已添加
examples/models/stl/binary/pr2_head_tilt.stl
0 → 100644
浏览文件 @
2a90d9d2
文件已添加
examples/webgl_loader_stl.html
浏览文件 @
2a90d9d2
...
...
@@ -24,12 +24,33 @@
}
a
{
color
:
skyblue
}
.button
{
background
:
#999
;
color
:
#eee
;
padding
:
0.2em
0.5em
;
cursor
:
pointer
}
.highlight
{
background
:
orange
;
color
:
#fff
;
}
span
{
display
:
inline-block
;
width
:
60px
;
float
:
left
;
text-align
:
center
;
}
</style>
</head>
<body>
<div
id=
"info"
>
<a
href=
"http://threejs.org"
target=
"_blank"
>
three.js
</a>
-
STL loader test by
<a
href=
"https://github.com/aleeper"
>
aleeper
</a>
<p></p>
<div
style=
"display:inline-block; width:310px; text-align: left"
>
<span
id=
"clickBinary"
class=
"button highlight"
>
Binary
</span>
&
nbsp- PR2 head from
<a
href=
"http://www.ros.org/wiki/pr2_description"
>
www.ros.org
</a>
</div>
<p></p>
<div
style=
"display:inline-block; width:310px; text-align: left"
>
<span
id=
"clickASCII"
class=
"button"
>
ASCII
</span>
&
nbsp- A simple CAD part.
</div>
</div>
<script
src=
"../build/three.min.js"
></script>
...
...
@@ -45,7 +66,9 @@
var
container
,
stats
;
var
camera
,
scene
,
renderer
,
objects
;
var
camera
,
scene
,
renderer
,
objects
=
[];
var
button_binary
,
button_ASCII
;
init
();
animate
();
...
...
@@ -55,6 +78,12 @@
container
=
document
.
createElement
(
'
div
'
);
document
.
body
.
appendChild
(
container
);
// Set up buttons
button_binary
=
document
.
getElementById
(
'
clickBinary
'
);
button_binary
.
addEventListener
(
"
click
"
,
loadBinaryExample
,
false
);
button_ASCII
=
document
.
getElementById
(
'
clickASCII
'
);
button_ASCII
.
addEventListener
(
"
click
"
,
loadASCIIExample
,
false
);
camera
=
new
THREE
.
PerspectiveCamera
(
35
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
15
);
camera
.
position
.
set
(
3
,
0.5
,
3
);
...
...
@@ -94,21 +123,7 @@
plane
.
receiveShadow
=
true
;
// Object
var
loader
=
new
THREE
.
STLLoader
();
loader
.
addEventListener
(
'
load
'
,
function
(
event
)
{
var
geometry
=
event
.
content
;
var
material
=
new
THREE
.
MeshPhongMaterial
(
{
ambient
:
0xff5533
,
color
:
0xff5533
,
specular
:
0x111111
,
shininess
:
200
}
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
.
castShadow
=
true
;
mesh
.
receiveShadow
=
true
;
scene
.
add
(
mesh
);
}
);
loader
.
load
(
'
./models/stl/slotted_disk.stl
'
);
loadBinaryExample
();
// Lights
...
...
@@ -181,7 +196,70 @@
}
//
function
loadBinaryExample
()
{
button_binary
.
className
=
"
button highlight
"
;
button_ASCII
.
className
=
"
button
"
;
// Clear out old objects
for
(
var
i
=
0
;
i
<
objects
.
length
;
i
++
)
scene
.
remove
(
objects
[
i
]);
var
scale
=
2.0
;
var
material
=
new
THREE
.
MeshPhongMaterial
(
{
ambient
:
0x555555
,
color
:
0xAAAAAA
,
specular
:
0x111111
,
shininess
:
200
}
);
loadFile
(
'
./models/stl/binary/pr2_head_pan.stl
'
,
scale
,
new
THREE
.
Vector3
(
0
,
0
,
0
),
new
THREE
.
Vector3
(
-
Math
.
PI
/
2
,
0
,
0
),
material
);
loadFile
(
'
./models/stl/binary/pr2_head_tilt.stl
'
,
scale
,
new
THREE
.
Vector3
(
0.068
*
scale
,
0
,
0
),
new
THREE
.
Vector3
(
-
Math
.
PI
/
2
,
0.3
,
0
),
material
);
}
function
loadASCIIExample
()
{
button_binary
.
className
=
"
button
"
;
button_ASCII
.
className
=
"
button highlight
"
;
// Clear out old objects
for
(
var
i
=
0
;
i
<
objects
.
length
;
i
++
)
scene
.
remove
(
objects
[
i
]);
loadFile
(
'
./models/stl/ascii/slotted_disk.stl
'
,
1.0
,
null
,
new
THREE
.
Vector3
(
-
Math
.
PI
/
2
,
0
,
0
));
}
function
loadFile
(
filename
,
scale
,
offset
,
rotate
,
material
)
{
if
(
scale
==
null
)
scale
=
1.0
;
if
(
offset
==
null
)
offset
=
new
THREE
.
Vector3
(
0
,
0
,
0
);
if
(
rotate
==
null
)
rotate
=
new
THREE
.
Vector3
(
0
,
0
,
0
);
if
(
material
==
null
)
material
=
new
THREE
.
MeshPhongMaterial
(
{
ambient
:
0xff5533
,
color
:
0xff5533
,
specular
:
0x111111
,
shininess
:
200
}
);
var
loader
=
new
THREE
.
STLLoader
();
loader
.
addEventListener
(
'
load
'
,
function
(
event
)
{
var
geometry
=
event
.
content
;
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
.
scale
=
new
THREE
.
Vector3
(
scale
,
scale
,
scale
);
mesh
.
position
=
offset
;
mesh
.
rotation
=
rotate
;
mesh
.
castShadow
=
true
;
mesh
.
receiveShadow
=
true
;
objects
.
push
(
mesh
);
scene
.
add
(
objects
[
objects
.
length
-
1
]
);
}
);
loader
.
load
(
filename
);
}
function
animate
()
{
...
...
@@ -196,8 +274,8 @@
var
timer
=
Date
.
now
()
*
0.0005
;
camera
.
position
.
x
=
Math
.
cos
(
timer
)
*
5
;
camera
.
position
.
z
=
Math
.
sin
(
timer
)
*
5
;
camera
.
position
.
x
=
Math
.
cos
(
timer
)
*
3
;
camera
.
position
.
z
=
Math
.
sin
(
timer
)
*
3
;
camera
.
lookAt
(
scene
.
position
);
...
...
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