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@@ -1,5 +1,6 @@
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/**
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- * @author mrdoob / http://mrdoob.com/
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+ * Origin: https://github.com/mrdoob/three.js/blob/af21991fc7c4e1d35d6a93031707273d937af0f9/examples/js/loaders/VTKLoader.js
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+ * @author mrdoob / http://mrdoob.com/ and Alex Pletzer
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*/
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THREE.VTKLoader = function ( manager ) {
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@@ -13,94 +14,271 @@ THREE.VTKLoader.prototype = {
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constructor: THREE.VTKLoader,
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load: function ( url, onLoad, onProgress, onError ) {
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-
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+
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+ // Will we bump into trouble reading the whole file into memory?
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var scope = this;
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-
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var loader = new THREE.XHRLoader( scope.manager );
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+ loader.setCrossOrigin( this.crossOrigin );
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+
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loader.load( url, function ( text ) {
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-
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+
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onLoad( scope.parse( text ) );
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+
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+ },
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+
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+ onProgress, onError );
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+
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+ },
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- }, onProgress, onError );
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-
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+ setCrossOrigin: function ( value ) {
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+
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+ this.crossOrigin = value;
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+
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},
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parse: function ( data ) {
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-
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+
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+ // connectivity of the triangles
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var indices = [];
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+
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+ // triangles vertices
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var positions = [];
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+ // red, green, blue colors in the range 0 to 1
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+ var colors = [];
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+
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+ // normal vector, one per vertex
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+ var normals = [];
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+
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var result;
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- // float float float
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+ // pattern for reading vertices, 3 floats or integers
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+ var pat3Floats = /(\-?\d+\.?[\d\-\+e]*)\s+(\-?\d+\.?[\d\-\+e]*)\s+(\-?\d+\.?[\d\-\+e]*)/g;
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- var pat3Floats = /([\-]?[\d]+[\.]?[\d|\-|e]*)[ ]+([\-]?[\d]+[\.]?[\d|\-|e]*)[ ]+([\-]?[\d]+[\.]?[\d|\-|e]*)/g;
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- var patTriangle = /^3[ ]+([\d]+)[ ]+([\d]+)[ ]+([\d]+)/;
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- var patQuad = /^4[ ]+([\d]+)[ ]+([\d]+)[ ]+([\d]+)[ ]+([\d]+)/;
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+ // pattern for connectivity, an integer followed by any number of ints
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+ // the first integer is the number of polygon nodes
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+ var patConnectivity = /^(\d+)\s+([\s\d]*)/;
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+
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+ // indicates start of vertex data section
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var patPOINTS = /^POINTS /;
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+
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+ // indicates start of polygon connectivity section
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var patPOLYGONS = /^POLYGONS /;
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+
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+ // POINT_DATA number_of_values
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+ var patPOINT_DATA = /^POINT_DATA[ ]+(\d+)/;
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+
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+ // CELL_DATA number_of_polys
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+ var patCELL_DATA = /^CELL_DATA[ ]+(\d+)/;
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+
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+ // Start of color section
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+ var patCOLOR_SCALARS = /^COLOR_SCALARS[ ]+(\w+)[ ]+3/;
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+
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+ // NORMALS Normals float
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+ var patNORMALS = /^NORMALS[ ]+(\w+)[ ]+(\w+)/;
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+
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var inPointsSection = false;
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var inPolygonsSection = false;
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+ var inPointDataSection = false;
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+ var inCellDataSection = false;
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+ var inColorSection = false;
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+ var inNormalsSection = false;
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var lines = data.split('\n');
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- for ( var i = 0; i < lines.length; ++i ) {
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-
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- line = lines[i];
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+ for ( var i in lines ) {
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+
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+ var line = lines[ i ];
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+
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if ( inPointsSection ) {
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-
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+
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// get the vertices
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-
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while ( ( result = pat3Floats.exec( line ) ) !== null ) {
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- positions.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
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+
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+ var x = parseFloat( result[ 1 ] );
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+ var y = parseFloat( result[ 2 ] );
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+ var z = parseFloat( result[ 3 ] );
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+ positions.push( x, y, z );
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+
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}
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- }
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- else if ( inPolygonsSection ) {
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-
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- result = patTriangle.exec(line);
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-
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- if ( result !== null ) {
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-
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- // 3 int int int
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- // triangle
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-
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- indices.push( parseInt( result[ 1 ] ), parseInt( result[ 2 ] ), parseInt( result[ 3 ] ) );
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+
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+ } else if ( inPolygonsSection ) {
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+
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+ if ( ( result = patConnectivity.exec( line ) ) !== null ) {
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+
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+ // numVertices i0 i1 i2 ...
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+ var numVertices = parseInt( result[ 1 ] );
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+ var inds = result[ 2 ].split(/\s+/);
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+
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+ if ( numVertices >= 3 ) {
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+
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+ var i0 = parseInt( inds[ 0 ] );
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+ var i1, i2;
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+ var k = 1;
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+ // split the polygon in numVertices - 2 triangles
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+ for ( var j = 0; j < numVertices - 2; ++j ) {
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+
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+ i1 = parseInt( inds[ k ] );
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+ i2 = parseInt( inds[ k + 1 ] );
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+ indices.push( i0, i1, i2 );
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+ k++;
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+
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+ }
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+
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+ }
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+
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}
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- else {
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-
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- result = patQuad.exec(line);
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-
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- if ( result !== null ) {
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-
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- // 4 int int int int
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- // break quad into two triangles
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-
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- indices.push( parseInt( result[ 1 ] ), parseInt( result[ 2 ] ), parseInt( result[ 4 ] ) );
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- indices.push( parseInt( result[ 2 ] ), parseInt( result[ 3 ] ), parseInt( result[ 4 ] ) );
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+
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+ } else if ( inPointDataSection || inCellDataSection ) {
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+
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+ if ( inColorSection ) {
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+
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+ // Get the colors
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+
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+ while ( ( result = pat3Floats.exec( line ) ) !== null ) {
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+
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+ var r = parseFloat( result[ 1 ] );
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+ var g = parseFloat( result[ 2 ] );
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+ var b = parseFloat( result[ 3 ] );
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+ colors.push( r, g, b );
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+
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}
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-
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+
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+ } else if ( inNormalsSection ) {
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+
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+ // Get the normal vectors
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+
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+ while ( ( result = pat3Floats.exec( line ) ) !== null ) {
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+
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+ var nx = parseFloat( result[ 1 ] );
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+ var ny = parseFloat( result[ 2 ] );
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+ var nz = parseFloat( result[ 3 ] );
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+ normals.push( nx, ny, nz );
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+
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+ }
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+
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}
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-
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+
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}
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-
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- if ( patPOLYGONS.exec(line) !== null ) {
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- inPointsSection = false;
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+
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+ if ( patPOLYGONS.exec( line ) !== null ) {
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+
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inPolygonsSection = true;
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- }
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- if ( patPOINTS.exec(line) !== null ) {
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+ inPointsSection = false;
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+
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+ } else if ( patPOINTS.exec( line ) !== null ) {
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+
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inPolygonsSection = false;
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inPointsSection = true;
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+
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+ } else if ( patPOINT_DATA.exec( line ) !== null ) {
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+
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+ inPointDataSection = true;
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+ inPointsSection = false;
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+ inPolygonsSection = false;
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+
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+ } else if ( patCELL_DATA.exec( line ) !== null ) {
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+
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+ inCellDataSection = true;
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+ inPointsSection = false;
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+ inPolygonsSection = false;
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+
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+ } else if ( patCOLOR_SCALARS.exec( line ) !== null ) {
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+
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+ inColorSection = true;
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+ inNormalsSection = false;
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+ inPointsSection = false;
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+ inPolygonsSection = false;
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+
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+ } else if ( patNORMALS.exec( line ) !== null ) {
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+
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+ inNormalsSection = true;
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+ inColorSection = false;
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+ inPointsSection = false;
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+ inPolygonsSection = false;
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+
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}
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+
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}
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- var geometry = new THREE.BufferGeometry();
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- geometry.setIndex( new THREE.BufferAttribute( new ( indices.length > 65535 ? Uint32Array : Uint16Array )( indices ), 1 ) );
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- geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( positions ), 3 ) );
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+ var geometry;
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+ var stagger = 'point';
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- return geometry;
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+ if ( colors.length == indices.length ) {
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+
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+ stagger = 'cell';
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+
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+ }
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- }
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+ if ( stagger == 'point' ) {
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+
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+ // Nodal. Use BufferGeometry
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+ geometry = new THREE.BufferGeometry();
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+ geometry.addAttribute( 'index', new THREE.BufferAttribute( new ( indices.length > 65535 ? Uint32Array : Uint16Array )( indices ), 1 ) );
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+ geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( positions ), 3 ) );
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+
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+ if ( colors.length == positions.length ) {
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+
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+ geometry.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
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+
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+ }
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+
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+ if ( normals.length == positions.length ) {
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+
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+ geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
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+
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+ }
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+
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+ } else {
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+
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+ // Cell centered colors. The only way to attach a solid color to each triangle
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+ // is to use Geometry, which is less efficient than BufferGeometry
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+ geometry = new THREE.Geometry();
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+
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+ var numTriangles = indices.length / 3;
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+ var numPoints = positions.length / 3;
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+ var va, vb, vc;
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+ var face;
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+ var ia, ib, ic;
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+ var x, y, z;
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+ var r, g, b;
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+
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+ for ( var j = 0; j < numPoints; ++j ) {
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+
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+ x = positions[ 3*j + 0 ];
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+ y = positions[ 3*j + 1 ];
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+ z = positions[ 3*j + 2 ];
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+ geometry.vertices.push( new THREE.Vector3( x, y, z ) );
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+
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+ }
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+
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+ for ( var i = 0; i < numTriangles; ++i ) {
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+
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+ ia = indices[ 3*i + 0 ];
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+ ib = indices[ 3*i + 1 ];
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+ ic = indices[ 3*i + 2 ];
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+ geometry.faces.push( new THREE.Face3( ia, ib, ic ) );
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+
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+ }
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+ if ( colors.length == numTriangles * 3 ) {
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+
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+ for ( var i = 0; i < numTriangles; ++i ) {
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+
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+ face = geometry.faces[i];
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+ r = colors[ 3*i + 0 ];
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+ g = colors[ 3*i + 1 ];
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+ b = colors[ 3*i + 2 ];
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+ face.color = new THREE.Color().setRGB( r, g, b );
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ return geometry;
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+ }
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};
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THREE.EventDispatcher.prototype.apply( THREE.VTKLoader.prototype );
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