提交 394d9bfb 编写于 作者: M Mugen87

STLLoader: Refactoring

上级 a33b5b65
......@@ -56,10 +56,10 @@ THREE.STLLoader.prototype = {
parse: function ( data ) {
var isBinary = function () {
function isBinary( data ) {
var expect, face_size, n_faces, reader;
reader = new DataView( binData );
reader = new DataView( data );
face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
n_faces = reader.getUint32( 80, true );
expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );
......@@ -75,6 +75,7 @@ THREE.STLLoader.prototype = {
// plentiful. So, check the first 5 bytes for 'solid'.
// US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
var solid = [ 115, 111, 108, 105, 100 ];
for ( var i = 0; i < 5; i ++ ) {
......@@ -87,230 +88,235 @@ THREE.STLLoader.prototype = {
}
// First 5 bytes read "solid"; declare it to be an ASCII STL
return false;
};
var binData = this.ensureBinary( data );
return isBinary() ? this.parseBinary( binData ) : this.parseASCII( this.ensureString( data ) );
}
},
function parseBinary( data ) {
parseBinary: function ( data ) {
var reader = new DataView( data );
var faces = reader.getUint32( 80, true );
var reader = new DataView( data );
var faces = reader.getUint32( 80, true );
var r, g, b, hasColors = false, colors;
var defaultR, defaultG, defaultB, alpha;
var r, g, b, hasColors = false, colors;
var defaultR, defaultG, defaultB, alpha;
// process STL header
// check for default color in header ("COLOR=rgba" sequence).
// process STL header
// check for default color in header ("COLOR=rgba" sequence).
for ( var index = 0; index < 80 - 10; index ++ ) {
for ( var index = 0; index < 80 - 10; index ++ ) {
if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&
( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&
( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {
if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&
( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&
( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {
hasColors = true;
colors = [];
hasColors = true;
colors = [];
defaultR = reader.getUint8( index + 6 ) / 255;
defaultG = reader.getUint8( index + 7 ) / 255;
defaultB = reader.getUint8( index + 8 ) / 255;
alpha = reader.getUint8( index + 9 ) / 255;
defaultR = reader.getUint8( index + 6 ) / 255;
defaultG = reader.getUint8( index + 7 ) / 255;
defaultB = reader.getUint8( index + 8 ) / 255;
alpha = reader.getUint8( index + 9 ) / 255;
}
}
}
var dataOffset = 84;
var faceLength = 12 * 4 + 2;
var dataOffset = 84;
var faceLength = 12 * 4 + 2;
var geometry = new THREE.BufferGeometry();
var geometry = new THREE.BufferGeometry();
var vertices = [];
var normals = [];
var vertices = [];
var normals = [];
for ( var face = 0; face < faces; face ++ ) {
for ( var face = 0; face < faces; face ++ ) {
var start = dataOffset + face * faceLength;
var normalX = reader.getFloat32( start, true );
var normalY = reader.getFloat32( start + 4, true );
var normalZ = reader.getFloat32( start + 8, true );
var start = dataOffset + face * faceLength;
var normalX = reader.getFloat32( start, true );
var normalY = reader.getFloat32( start + 4, true );
var normalZ = reader.getFloat32( start + 8, true );
if ( hasColors ) {
if ( hasColors ) {
var packedColor = reader.getUint16( start + 48, true );
var packedColor = reader.getUint16( start + 48, true );
if ( ( packedColor & 0x8000 ) === 0 ) {
if ( ( packedColor & 0x8000 ) === 0 ) {
// facet has its own unique color
// facet has its own unique color
r = ( packedColor & 0x1F ) / 31;
g = ( ( packedColor >> 5 ) & 0x1F ) / 31;
b = ( ( packedColor >> 10 ) & 0x1F ) / 31;
r = ( packedColor & 0x1F ) / 31;
g = ( ( packedColor >> 5 ) & 0x1F ) / 31;
b = ( ( packedColor >> 10 ) & 0x1F ) / 31;
} else {
} else {
r = defaultR;
g = defaultG;
b = defaultB;
r = defaultR;
g = defaultG;
b = defaultB;
}
}
}
for ( var i = 1; i <= 3; i ++ ) {
for ( var i = 1; i <= 3; i ++ ) {
var vertexstart = start + i * 12;
var vertexstart = start + i * 12;
vertices.push( reader.getFloat32( vertexstart, true ) );
vertices.push( reader.getFloat32( vertexstart + 4, true ) );
vertices.push( reader.getFloat32( vertexstart + 8, true ) );
vertices.push( reader.getFloat32( vertexstart, true ) );
vertices.push( reader.getFloat32( vertexstart + 4, true ) );
vertices.push( reader.getFloat32( vertexstart + 8, true ) );
normals.push( normalX, normalY, normalZ );
normals.push( normalX, normalY, normalZ );
if ( hasColors ) {
if ( hasColors ) {
colors.push( r, g, b );
colors.push( r, g, b );
}
}
}
}
geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
if ( hasColors ) {
if ( hasColors ) {
geometry.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
geometry.hasColors = true;
geometry.alpha = alpha;
}
geometry.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
geometry.hasColors = true;
geometry.alpha = alpha;
return geometry;
}
return geometry;
function parseASCII( data ) {
},
var geometry = new THREE.BufferGeometry();
var patternFace = /facet([\s\S]*?)endfacet/g;
var faceCounter = 0;
parseASCII: function ( data ) {
var patternFloat = /[\s]+([+-]?(?:\d+.\d+|\d+.|\d+|.\d+)(?:[eE][+-]?\d+)?)/.source;
var patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
var patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
var geometry = new THREE.BufferGeometry();
var patternFace = /facet([\s\S]*?)endfacet/g;
var faceCounter = 0;
var vertices = [];
var normals = [];
var patternFloat = /[\s]+([+-]?(?:\d+.\d+|\d+.|\d+|.\d+)(?:[eE][+-]?\d+)?)/.source;
var patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
var patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
var normal = new THREE.Vector3();
var vertices = [];
var normals = [];
var result;
var normal = new THREE.Vector3();
while ( ( result = patternFace.exec( data ) ) !== null ) {
var result;
var vertexCountPerFace = 0;
var normalCountPerFace = 0;
while ( ( result = patternFace.exec( data ) ) !== null ) {
var text = result[ 0 ];
var vertexCountPerFace = 0;
var normalCountPerFace = 0;
while ( ( result = patternNormal.exec( text ) ) !== null ) {
var text = result[ 0 ];
normal.x = parseFloat( result[ 1 ] );
normal.y = parseFloat( result[ 2 ] );
normal.z = parseFloat( result[ 3 ] );
normalCountPerFace ++;
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 ++;
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 ++;
// every face have to own ONE valid normal
}
if ( normalCountPerFace !== 1 ) {
// 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 );
throw new Error( 'Something isn\'t right with the normal of face number ' + faceCounter );
}
}
// each face have to own THREE valid vertices
if ( vertexCountPerFace !== 3 ) {
// 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 );
}
throw new Error( 'Something isn\'t right with the vertices of face number ' + faceCounter );
faceCounter ++;
}
faceCounter ++;
geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
return geometry;
}
geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
function ensureString( buffer ) {
return geometry;
if ( typeof buffer !== 'string' ) {
},
var array_buffer = new Uint8Array( buffer );
ensureString: function ( buf ) {
if ( window.TextDecoder !== undefined ) {
if ( typeof buf !== "string" ) {
return new TextDecoder().decode( array_buffer );
var array_buffer = new Uint8Array( buf );
}
if ( window.TextDecoder !== undefined ) {
var str = '';
return new TextDecoder().decode( array_buffer );
for ( var i = 0, il = buffer.byteLength; i < il; i ++ ) {
}
str += String.fromCharCode( array_buffer[ i ] ); // implicitly assumes little-endian
var str = '';
}
for ( var i = 0, il = buf.byteLength; i < il; i ++ ) {
return str;
str += String.fromCharCode( array_buffer[ i ] ); // implicitly assumes little-endian
} else {
return buffer;
}
return str;
}
} else {
function ensureBinary( buffer ) {
return buf;
if ( typeof buffer === 'string' ) {
}
},
var array_buffer = new Uint8Array( buffer.length );
for ( var i = 0; i < buffer.length; i ++ ) {
ensureBinary: function ( buf ) {
array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
if ( typeof buf === "string" ) {
}
return array_buffer.buffer || array_buffer;
var array_buffer = new Uint8Array( buf.length );
for ( var i = 0; i < buf.length; i ++ ) {
} else {
array_buffer[ i ] = buf.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
return buffer;
}
return array_buffer.buffer || array_buffer;
} else {
}
// start
return buf;
var binData = ensureBinary( data );
}
return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
}
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册