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authorJules Laplace <julescarbon@gmail.com>2021-04-05 18:59:19 +0200
committerJules Laplace <julescarbon@gmail.com>2021-04-05 18:59:19 +0200
commit503dd94e6cd5f65aa306dfc8e50ecf46c485744d (patch)
tree14c477d1c902a491c183dea4de4e625d4dc1e0d3 /frontend/site/projects/museum/stl/Loader.js
parent236aa3a1294310936e8a6752fed5689c1464225b (diff)
add 3d assets
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+/**
+ * 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:
+ * var loader = new THREE.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 { .... }
+ * var 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:
+ *
+ * var mesh = new THREE.Mesh( geometry, material );
+ *
+ * For example:
+ *
+ * var materials = [];
+ * var nGeometryGroups = geometry.groups.length;
+ *
+ * var colorMap = ...; // Some logic to index colors.
+ *
+ * for (var i = 0; i < nGeometryGroups; i++) {
+ *
+ * var material = new THREE.MeshPhongMaterial({
+ * color: colorMap[i],
+ * wireframe: false
+ * });
+ *
+ * }
+ *
+ * materials.push(material);
+ * var mesh = new THREE.Mesh(geometry, materials);
+ */
+
+import * as THREE from 'three';
+
+const STLLoader = function ( manager ) {
+
+ THREE.Loader.call( this, manager );
+
+};
+
+export default STLLoader
+
+STLLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
+
+ constructor: STLLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.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: function ( data ) {
+
+ function isBinary( data ) {
+
+ var expect, face_size, n_faces, reader;
+ 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 );
+
+ 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'
+
+ var solid = [ 115, 111, 108, 105, 100 ];
+
+ for ( var 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 ( var i = 0, il = query.length; i < il; i ++ ) {
+
+ if ( query[ i ] !== reader.getUint8( offset + i, false ) ) return false;
+
+ }
+
+ return true;
+
+ }
+
+ function parseBinary( data ) {
+ var reader = new DataView( data );
+ var faces = reader.getUint32( 80, true );
+ // console.log(faces)
+ var r, g, b, hasColors = false, colors;
+ var defaultR, defaultG, defaultB, alpha;
+
+ // process STL header
+ // check for default color in header ("COLOR=rgba" sequence).
+
+ 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 /*'='*/ ) ) {
+
+ 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;
+
+ }
+
+ }
+
+ var dataOffset = 84;
+ var faceLength = 12 * 4 + 2;
+
+ var geometry = new THREE.BufferGeometry();
+
+ var vertices = new Float32Array( faces * 3 * 3 );
+ var normals = new Float32Array( faces * 3 * 3 );
+
+ 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 );
+
+ if ( hasColors ) {
+
+ var 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 ( var i = 1; i <= 3; i ++ ) {
+
+ var vertexstart = start + i * 12;
+ var 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 ) {
+
+ colors[ componentIdx ] = r;
+ colors[ componentIdx + 1 ] = g;
+ colors[ componentIdx + 2 ] = b;
+
+ }
+
+ }
+
+ }
+
+ geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+ geometry.setAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
+
+ if ( hasColors ) {
+
+ geometry.setAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
+ geometry.hasColors = true;
+ geometry.alpha = alpha;
+
+ }
+
+ return geometry;
+
+ }
+
+ function parseASCII( data ) {
+
+ var geometry = new THREE.BufferGeometry();
+ var patternSolid = /solid([\s\S]*?)endsolid/g;
+ var patternFace = /facet([\s\S]*?)endfacet/g;
+ var faceCounter = 0;
+
+ var patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
+ var patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
+ var patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
+
+ var vertices = [];
+ var normals = [];
+
+ var normal = new THREE.Vector3();
+
+ var result;
+
+ var groupCount = 0;
+ var startVertex = 0;
+ var endVertex = 0;
+
+ while ( ( result = patternSolid.exec( data ) ) !== null ) {
+
+ startVertex = endVertex;
+
+ var solid = result[ 0 ];
+
+ while ( ( result = patternFace.exec( solid ) ) !== null ) {
+
+ var vertexCountPerFace = 0;
+ var normalCountPerFace = 0;
+
+ var 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 ++;
+
+ }
+
+ var start = startVertex;
+ var count = endVertex - startVertex;
+
+ geometry.addGroup( start, count, groupCount );
+ groupCount ++;
+
+ }
+
+ geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
+ geometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
+
+ return geometry;
+
+ }
+
+ function ensureString( buffer ) {
+
+ if ( typeof buffer !== 'string' ) {
+
+ return THREE.LoaderUtils.decodeText( new Uint8Array( buffer ) );
+
+ }
+
+ return buffer;
+
+ }
+
+ function ensureBinary( buffer ) {
+
+ if ( typeof buffer === 'string' ) {
+
+ var array_buffer = new Uint8Array( buffer.length );
+ for ( var 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
+
+ var binData = ensureBinary( data );
+
+ return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
+
+ }
+
+} ); \ No newline at end of file