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@@ -13,163 +13,148 @@ THREE.VTKLoader.prototype = {
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constructor: THREE.VTKLoader,
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- load: function( url, onLoad, onProgress, onError ) {
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+ load: function ( url, onLoad, onProgress, onError ) {
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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.setResponseType( 'arraybuffer' );
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loader.load( url, function( text ) {
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onLoad( scope.parse( text ) );
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- },
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-
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- onProgress, onError );
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+ }, onProgress, onError );
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},
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- parse: function( data ) {
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-
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- //get the 5 first lines of the files to check if there is the key word binary
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- var meta = String.fromCharCode.apply( null, new Uint8Array( data, 0, 250 ) ).split( '\n' );
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- console.log( meta );
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- if ( meta[ 2 ] === 'ASCII' ) {
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+ parse: function ( data ) {
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- return this.parseASCII( String.fromCharCode.apply( null, new Uint8Array( data ) ) );
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+ function parseASCII( data ) {
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- } else {
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-
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- return this.parseBinary( data );
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-
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- }
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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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- parseASCII: function( data ) {
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+ // triangles vertices
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+ var positions = [];
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- // connectivity of the triangles
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- var indices = [];
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+ // red, green, blue colors in the range 0 to 1
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+ var colors = [];
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- // triangles vertices
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- var positions = [];
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+ // normal vector, one per vertex
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+ var normals = [];
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- // red, green, blue colors in the range 0 to 1
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- var colors = [];
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+ var result;
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- // normal vector, one per vertex
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- var normals = [];
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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 result;
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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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- // 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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+ // indicates start of vertex data section
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+ var patPOINTS = /^POINTS /;
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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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+ // indicates start of polygon connectivity section
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+ var patPOLYGONS = /^POLYGONS /;
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- // indicates start of vertex data section
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- var patPOINTS = /^POINTS /;
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+ // indicates start of triangle strips section
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+ var patTRIANGLE_STRIPS = /^TRIANGLE_STRIPS /;
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- // indicates start of polygon connectivity section
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- var patPOLYGONS = /^POLYGONS /;
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+ // POINT_DATA number_of_values
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+ var patPOINT_DATA = /^POINT_DATA[ ]+(\d+)/;
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- // indicates start of triangle strips section
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- var patTRIANGLE_STRIPS = /^TRIANGLE_STRIPS /;
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+ // CELL_DATA number_of_polys
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+ var patCELL_DATA = /^CELL_DATA[ ]+(\d+)/;
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- // POINT_DATA number_of_values
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- var patPOINT_DATA = /^POINT_DATA[ ]+(\d+)/;
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+ // Start of color section
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+ var patCOLOR_SCALARS = /^COLOR_SCALARS[ ]+(\w+)[ ]+3/;
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- // CELL_DATA number_of_polys
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- var patCELL_DATA = /^CELL_DATA[ ]+(\d+)/;
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+ // NORMALS Normals float
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+ var patNORMALS = /^NORMALS[ ]+(\w+)[ ]+(\w+)/;
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- // Start of color section
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- var patCOLOR_SCALARS = /^COLOR_SCALARS[ ]+(\w+)[ ]+3/;
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+ var inPointsSection = false;
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+ var inPolygonsSection = false;
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+ var inTriangleStripSection = 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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- // NORMALS Normals float
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- var patNORMALS = /^NORMALS[ ]+(\w+)[ ]+(\w+)/;
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+ var lines = data.split( '\n' );
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- var inPointsSection = false;
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- var inPolygonsSection = false;
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- var inTriangleStripSection = 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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+ for ( var i in lines ) {
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- var lines = data.split( '\n' );
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+ var line = lines[ i ];
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- for ( var i in lines ) {
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+ if ( inPointsSection ) {
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- var line = lines[ i ];
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+ // get the vertices
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+ while ( ( result = pat3Floats.exec( line ) ) !== null ) {
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- if ( inPointsSection ) {
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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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- // get the vertices
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- while ( ( result = pat3Floats.exec( line ) ) !== null ) {
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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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+ } else if ( inPolygonsSection ) {
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- }
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+ if ( ( result = patConnectivity.exec( line ) ) !== null ) {
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- } else if ( inPolygonsSection ) {
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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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- if ( ( result = patConnectivity.exec( line ) ) !== null ) {
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+ if ( numVertices >= 3 ) {
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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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+ 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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- 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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+ 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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- 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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+ } else if ( inTriangleStripSection ) {
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- } else if ( inTriangleStripSection ) {
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+ if ( ( result = patConnectivity.exec( line ) ) !== null ) {
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- if ( ( result = patConnectivity.exec( line ) ) !== null ) {
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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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- // 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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+ if ( numVertices >= 3 ) {
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- if ( numVertices >= 3 ) {
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+ var i0, i1, i2;
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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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- var i0, i1, i2;
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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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+ if ( j % 2 === 1 ) {
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- if ( j % 2 === 1 ) {
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+ i0 = parseInt( inds[ j ] );
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+ i1 = parseInt( inds[ j + 2 ] );
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+ i2 = parseInt( inds[ j + 1 ] );
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+ indices.push( i0, i1, i2 );
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- i0 = parseInt( inds[ j ] );
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- i1 = parseInt( inds[ j + 2 ] );
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- i2 = parseInt( inds[ j + 1 ] );
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- indices.push( i0, i1, i2 );
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+ } else {
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- } else {
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+ i0 = parseInt( inds[ j ] );
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+ i1 = parseInt( inds[ j + 1 ] );
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+ i2 = parseInt( inds[ j + 2 ] );
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+ indices.push( i0, i1, i2 );
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- i0 = parseInt( inds[ j ] );
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- i1 = parseInt( inds[ j + 1 ] );
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- i2 = parseInt( inds[ j + 2 ] );
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- indices.push( i0, i1, i2 );
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+ }
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}
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@@ -177,373 +162,387 @@ THREE.VTKLoader.prototype = {
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}
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- }
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+ } else if ( inPointDataSection || inCellDataSection ) {
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- } else if ( inPointDataSection || inCellDataSection ) {
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+ if ( inColorSection ) {
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- if ( inColorSection ) {
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+ // Get the colors
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- // Get the colors
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+ while ( ( result = pat3Floats.exec( line ) ) !== null ) {
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- while ( ( result = pat3Floats.exec( line ) ) !== null ) {
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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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- 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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+ } else if ( inNormalsSection ) {
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- } else if ( inNormalsSection ) {
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+ // Get the normal vectors
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- // Get the normal vectors
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+ while ( ( result = pat3Floats.exec( line ) ) !== null ) {
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- while ( ( result = pat3Floats.exec( line ) ) !== null ) {
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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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- 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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+ if ( patPOLYGONS.exec( line ) !== null ) {
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- if ( patPOLYGONS.exec( line ) !== null ) {
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+ inPolygonsSection = true;
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+ inPointsSection = false;
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+ inTriangleStripSection = false;
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- inPolygonsSection = true;
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- inPointsSection = false;
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- inTriangleStripSection = false;
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+ } else if ( patPOINTS.exec( line ) !== null ) {
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- } else if ( patPOINTS.exec( line ) !== null ) {
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+ inPolygonsSection = false;
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+ inPointsSection = true;
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+ inTriangleStripSection = false;
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- inPolygonsSection = false;
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- inPointsSection = true;
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- inTriangleStripSection = false;
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+ } else if ( patTRIANGLE_STRIPS.exec( line ) !== null ) {
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- } else if ( patTRIANGLE_STRIPS.exec( line ) !== null ) {
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+ inPolygonsSection = false;
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+ inPointsSection = false;
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+ inTriangleStripSection = true;
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- inPolygonsSection = false;
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- inPointsSection = false;
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- inTriangleStripSection = true;
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+ } else if ( patPOINT_DATA.exec( line ) !== null ) {
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- } else if ( patPOINT_DATA.exec( line ) !== null ) {
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+ inPointDataSection = true;
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+ inPointsSection = false;
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+ inPolygonsSection = false;
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+ inTriangleStripSection = false;
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- inPointDataSection = true;
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- inPointsSection = false;
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- inPolygonsSection = false;
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- inTriangleStripSection = false;
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+ } else if ( patCELL_DATA.exec( line ) !== null ) {
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- } else if ( patCELL_DATA.exec( line ) !== null ) {
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+ inCellDataSection = true;
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+ inPointsSection = false;
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+ inPolygonsSection = false;
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+ inTriangleStripSection = false;
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- inCellDataSection = true;
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- inPointsSection = false;
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- inPolygonsSection = false;
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- inTriangleStripSection = false;
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+ } else if ( patCOLOR_SCALARS.exec( line ) !== null ) {
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- } else if ( patCOLOR_SCALARS.exec( line ) !== null ) {
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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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+ inTriangleStripSection = false;
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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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- inTriangleStripSection = false;
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+ } else if ( patNORMALS.exec( line ) !== null ) {
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- } else if ( patNORMALS.exec( line ) !== null ) {
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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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+ inTriangleStripSection = false;
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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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- inTriangleStripSection = false;
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+ }
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}
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- }
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+ var geometry;
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+ var stagger = 'point';
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- var geometry;
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- var stagger = 'point';
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+ if ( colors.length == indices.length ) {
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- if ( colors.length == indices.length ) {
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+ stagger = 'cell';
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- stagger = 'cell';
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+ }
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- }
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+ if ( stagger == 'point' ) {
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- if ( stagger == 'point' ) {
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+ // Nodal. Use BufferGeometry
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+ 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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- // Nodal. Use BufferGeometry
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- 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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+ if ( colors.length == positions.length ) {
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- if ( colors.length == positions.length ) {
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+ geometry.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
|
|
|
|
|
|
- geometry.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ if ( normals.length == positions.length ) {
|
|
|
|
|
|
- if ( normals.length == positions.length ) {
|
|
|
+ geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
|
|
|
|
|
|
- geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ } else {
|
|
|
|
|
|
- } else {
|
|
|
+ // Cell centered colors. The only way to attach a solid color to each triangle
|
|
|
+ // is to use Geometry, which is less efficient than BufferGeometry
|
|
|
+ geometry = new THREE.Geometry();
|
|
|
|
|
|
- // Cell centered colors. The only way to attach a solid color to each triangle
|
|
|
- // is to use Geometry, which is less efficient than BufferGeometry
|
|
|
- geometry = new THREE.Geometry();
|
|
|
+ var numTriangles = indices.length / 3;
|
|
|
+ var numPoints = positions.length / 3;
|
|
|
+ var va, vb, vc;
|
|
|
+ var face;
|
|
|
+ var ia, ib, ic;
|
|
|
+ var x, y, z;
|
|
|
+ var r, g, b;
|
|
|
|
|
|
- var numTriangles = indices.length / 3;
|
|
|
- var numPoints = positions.length / 3;
|
|
|
- var va, vb, vc;
|
|
|
- var face;
|
|
|
- var ia, ib, ic;
|
|
|
- var x, y, z;
|
|
|
- var r, g, b;
|
|
|
+ for ( var j = 0; j < numPoints; ++ j ) {
|
|
|
|
|
|
- for ( var j = 0; j < numPoints; ++ j ) {
|
|
|
+ x = positions[ 3 * j + 0 ];
|
|
|
+ y = positions[ 3 * j + 1 ];
|
|
|
+ z = positions[ 3 * j + 2 ];
|
|
|
+ geometry.vertices.push( new THREE.Vector3( x, y, z ) );
|
|
|
|
|
|
- x = positions[ 3 * j + 0 ];
|
|
|
- y = positions[ 3 * j + 1 ];
|
|
|
- z = positions[ 3 * j + 2 ];
|
|
|
- geometry.vertices.push( new THREE.Vector3( x, y, z ) );
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ for ( var i = 0; i < numTriangles; ++ i ) {
|
|
|
|
|
|
- for ( var i = 0; i < numTriangles; ++ i ) {
|
|
|
+ ia = indices[ 3 * i + 0 ];
|
|
|
+ ib = indices[ 3 * i + 1 ];
|
|
|
+ ic = indices[ 3 * i + 2 ];
|
|
|
+ geometry.faces.push( new THREE.Face3( ia, ib, ic ) );
|
|
|
|
|
|
- ia = indices[ 3 * i + 0 ];
|
|
|
- ib = indices[ 3 * i + 1 ];
|
|
|
- ic = indices[ 3 * i + 2 ];
|
|
|
- geometry.faces.push( new THREE.Face3( ia, ib, ic ) );
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ if ( colors.length == numTriangles * 3 ) {
|
|
|
|
|
|
- if ( colors.length == numTriangles * 3 ) {
|
|
|
+ for ( var i = 0; i < numTriangles; ++ i ) {
|
|
|
|
|
|
- for ( var i = 0; i < numTriangles; ++ i ) {
|
|
|
+ face = geometry.faces[ i ];
|
|
|
+ r = colors[ 3 * i + 0 ];
|
|
|
+ g = colors[ 3 * i + 1 ];
|
|
|
+ b = colors[ 3 * i + 2 ];
|
|
|
+ face.color = new THREE.Color().setRGB( r, g, b );
|
|
|
|
|
|
- face = geometry.faces[ i ];
|
|
|
- r = colors[ 3 * i + 0 ];
|
|
|
- g = colors[ 3 * i + 1 ];
|
|
|
- b = colors[ 3 * i + 2 ];
|
|
|
- face.color = new THREE.Color().setRGB( r, g, b );
|
|
|
+ }
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
+ return geometry;
|
|
|
+
|
|
|
}
|
|
|
|
|
|
- return geometry;
|
|
|
+ function parseBinary( data ) {
|
|
|
|
|
|
- },
|
|
|
+ var count, pointIndex, i, numberOfPoints, pt, s;
|
|
|
+ var buffer = new Uint8Array ( data );
|
|
|
+ var dataView = new DataView ( data );
|
|
|
|
|
|
- parseBinary: function( data ) {
|
|
|
+ // Points and normals, by default, are empty
|
|
|
+ var points = [];
|
|
|
+ var normals = [];
|
|
|
+ var indices = [];
|
|
|
|
|
|
- var count, pointIndex, i, numberOfPoints, pt, s;
|
|
|
- var buffer = new Uint8Array ( data );
|
|
|
- var dataView = new DataView ( data );
|
|
|
+ // Going to make a big array of strings
|
|
|
+ var vtk = [];
|
|
|
+ var index = 0;
|
|
|
|
|
|
- // Points and normals, by default, are empty
|
|
|
- var points = [];
|
|
|
- var normals = [];
|
|
|
- var indices = [];
|
|
|
+ function findString( buffer, start ) {
|
|
|
|
|
|
- // Going to make a big array of strings
|
|
|
- var vtk = [];
|
|
|
- var index = 0;
|
|
|
+ var index = start;
|
|
|
+ var c = buffer[ index ];
|
|
|
+ var s = [];
|
|
|
+ while ( c != 10 ) {
|
|
|
|
|
|
- var findString = function( buffer, start ) {
|
|
|
+ s.push ( String.fromCharCode ( c ) );
|
|
|
+ index ++;
|
|
|
+ c = buffer[ index ];
|
|
|
|
|
|
- var index = start;
|
|
|
- var c = buffer[ index ];
|
|
|
- var s = [];
|
|
|
- while ( c != 10 ) {
|
|
|
+ }
|
|
|
|
|
|
- s.push ( String.fromCharCode ( c ) );
|
|
|
- index ++;
|
|
|
- c = buffer[ index ];
|
|
|
+ return { start: start,
|
|
|
+ end: index,
|
|
|
+ next: index + 1,
|
|
|
+ parsedString: s.join( '' ) };
|
|
|
|
|
|
}
|
|
|
|
|
|
- return { start: start,
|
|
|
- end: index,
|
|
|
- next: index + 1,
|
|
|
- parsedString: s.join( '' ) };
|
|
|
+ var state, line;
|
|
|
|
|
|
- }
|
|
|
+ while ( true ) {
|
|
|
|
|
|
+ // Get a string
|
|
|
+ state = findString ( buffer, index );
|
|
|
+ line = state.parsedString;
|
|
|
|
|
|
- var state, line;
|
|
|
+ if ( line.indexOf ( "POINTS" ) === 0 ) {
|
|
|
|
|
|
- while ( true ) {
|
|
|
+ vtk.push ( line );
|
|
|
+ // Add the points
|
|
|
+ numberOfPoints = parseInt ( line.split( " " )[ 1 ], 10 );
|
|
|
|
|
|
- // Get a string
|
|
|
- state = findString ( buffer, index );
|
|
|
- line = state.parsedString;
|
|
|
- if ( line.indexOf ( "POINTS" ) == 0 ) {
|
|
|
+ // Each point is 3 4-byte floats
|
|
|
+ count = numberOfPoints * 4 * 3;
|
|
|
|
|
|
- vtk.push ( line );
|
|
|
- // Add the points
|
|
|
- numberOfPoints = parseInt ( line.split( " " )[ 1 ], 10 );
|
|
|
+ points = new Float32Array( numberOfPoints * 3 );
|
|
|
|
|
|
- // Each point is 3 4-byte floats
|
|
|
- count = numberOfPoints * 4 * 3;
|
|
|
+ pointIndex = state.next;
|
|
|
+ for ( i = 0; i < numberOfPoints; i ++ ) {
|
|
|
|
|
|
- points = new Float32Array( numberOfPoints * 3 );
|
|
|
+ points[ 3 * i ] = dataView.getFloat32( pointIndex, false );
|
|
|
+ points[ 3 * i + 1 ] = dataView.getFloat32( pointIndex + 4, false );
|
|
|
+ points[ 3 * i + 2 ] = dataView.getFloat32( pointIndex + 8, false );
|
|
|
+ pointIndex = pointIndex + 12;
|
|
|
|
|
|
- pointIndex = state.next;
|
|
|
- for ( i = 0; i < numberOfPoints; i ++ ) {
|
|
|
-
|
|
|
- points[ 3 * i ] = dataView.getFloat32( pointIndex, false );
|
|
|
- points[ 3 * i + 1 ] = dataView.getFloat32( pointIndex + 4, false );
|
|
|
- points[ 3 * i + 2 ] = dataView.getFloat32( pointIndex + 8, false );
|
|
|
- pointIndex = pointIndex + 12;
|
|
|
+ }
|
|
|
+ // increment our next pointer
|
|
|
+ state.next = state.next + count + 1;
|
|
|
|
|
|
- }
|
|
|
- // increment our next pointer
|
|
|
- state.next = state.next + count + 1;
|
|
|
+ } else if ( line.indexOf ( "TRIANGLE_STRIPS" ) === 0 ) {
|
|
|
|
|
|
- } else if ( line.indexOf ( "TRIANGLE_STRIPS" ) === 0 ) {
|
|
|
+ var numberOfStrips = parseInt ( line.split( " " )[ 1 ], 10 );
|
|
|
+ var size = parseInt ( line.split ( " " )[ 2 ], 10 );
|
|
|
+ // 4 byte integers
|
|
|
+ count = size * 4;
|
|
|
|
|
|
- var numberOfStrips = parseInt ( line.split( " " )[ 1 ], 10 );
|
|
|
- var size = parseInt ( line.split ( " " )[ 2 ], 10 );
|
|
|
- // 4 byte integers
|
|
|
- count = size * 4;
|
|
|
+ indices = new Uint32Array( 3 * size - 9 * numberOfStrips );
|
|
|
+ var indicesIndex = 0;
|
|
|
|
|
|
- indices = new Uint32Array( 3 * size - 9 * numberOfStrips );
|
|
|
- var indicesIndex = 0;
|
|
|
+ pointIndex = state.next;
|
|
|
+ for ( i = 0; i < numberOfStrips; i ++ ) {
|
|
|
|
|
|
- pointIndex = state.next;
|
|
|
- for ( i = 0; i < numberOfStrips; i ++ ) {
|
|
|
+ // For each strip, read the first value, then record that many more points
|
|
|
+ var indexCount = dataView.getInt32( pointIndex, false );
|
|
|
+ var strip = [];
|
|
|
+ pointIndex += 4;
|
|
|
+ for ( s = 0; s < indexCount; s ++ ) {
|
|
|
|
|
|
- // For each strip, read the first value, then record that many more points
|
|
|
- var indexCount = dataView.getInt32( pointIndex, false );
|
|
|
- var strip = [];
|
|
|
- pointIndex += 4;
|
|
|
- for ( s = 0; s < indexCount; s ++ ) {
|
|
|
+ strip.push ( dataView.getInt32( pointIndex, false ) );
|
|
|
+ pointIndex += 4;
|
|
|
|
|
|
- strip.push ( dataView.getInt32( pointIndex, false ) );
|
|
|
- pointIndex += 4;
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ // retrieves the n-2 triangles from the triangle strip
|
|
|
+ for ( var j = 0; j < indexCount - 2; j ++ ) {
|
|
|
|
|
|
- // retrieves the n-2 triangles from the triangle strip
|
|
|
- for ( var j = 0; j < indexCount - 2; j ++ ) {
|
|
|
+ if ( j % 2 ) {
|
|
|
|
|
|
- if ( j % 2 ) {
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j ];
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j + 2 ];
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j + 1 ];
|
|
|
|
|
|
- indices[ indicesIndex ++ ] = strip[ j ];
|
|
|
- indices[ indicesIndex ++ ] = strip[ j + 2 ];
|
|
|
- indices[ indicesIndex ++ ] = strip[ j + 1 ];
|
|
|
+ } else {
|
|
|
|
|
|
- } else {
|
|
|
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j ];
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j + 1 ];
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j + 2 ];
|
|
|
|
|
|
- indices[ indicesIndex ++ ] = strip[ j ];
|
|
|
- indices[ indicesIndex ++ ] = strip[ j + 1 ];
|
|
|
- indices[ indicesIndex ++ ] = strip[ j + 2 ];
|
|
|
+ }
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
+ // increment our next pointer
|
|
|
+ state.next = state.next + count + 1;
|
|
|
|
|
|
- }
|
|
|
- // increment our next pointer
|
|
|
- state.next = state.next + count + 1;
|
|
|
+ } else if ( line.indexOf ( "POLYGONS" ) === 0 ) {
|
|
|
|
|
|
- } else if ( line.indexOf ( "POLYGONS" ) === 0 ) {
|
|
|
+ var numberOfStrips = parseInt ( line.split( " " )[ 1 ], 10 );
|
|
|
+ var size = parseInt ( line.split ( " " )[ 2 ], 10 );
|
|
|
+ // 4 byte integers
|
|
|
+ count = size * 4;
|
|
|
|
|
|
- var numberOfStrips = parseInt ( line.split( " " )[ 1 ], 10 );
|
|
|
- var size = parseInt ( line.split ( " " )[ 2 ], 10 );
|
|
|
- // 4 byte integers
|
|
|
- count = size * 4;
|
|
|
+ indices = new Uint32Array( 3 * size - 9 * numberOfStrips );
|
|
|
+ var indicesIndex = 0;
|
|
|
|
|
|
- indices = new Uint32Array( 3 * size - 9 * numberOfStrips );
|
|
|
- var indicesIndex = 0;
|
|
|
+ pointIndex = state.next;
|
|
|
+ for ( i = 0; i < numberOfStrips; i ++ ) {
|
|
|
|
|
|
- pointIndex = state.next;
|
|
|
- for ( i = 0; i < numberOfStrips; i ++ ) {
|
|
|
+ // For each strip, read the first value, then record that many more points
|
|
|
+ var indexCount = dataView.getInt32( pointIndex, false );
|
|
|
+ var strip = [];
|
|
|
+ pointIndex += 4;
|
|
|
+ for ( s = 0; s < indexCount; s ++ ) {
|
|
|
|
|
|
- // For each strip, read the first value, then record that many more points
|
|
|
- var indexCount = dataView.getInt32( pointIndex, false );
|
|
|
- var strip = [];
|
|
|
- pointIndex += 4;
|
|
|
- for ( s = 0; s < indexCount; s ++ ) {
|
|
|
+ strip.push ( dataView.getInt32( pointIndex, false ) );
|
|
|
+ pointIndex += 4;
|
|
|
|
|
|
- strip.push ( dataView.getInt32( pointIndex, false ) );
|
|
|
- pointIndex += 4;
|
|
|
+ }
|
|
|
+ var i0 = strip[ 0 ];
|
|
|
+ // divide the polygon in n-2 triangle
|
|
|
+ for ( var j = 1; j < indexCount - 1; j ++ ) {
|
|
|
|
|
|
- }
|
|
|
- var i0 = strip[ 0 ]
|
|
|
- // divide the polygon in n-2 triangle
|
|
|
- for ( var j = 1; j < indexCount - 1; j ++ ) {
|
|
|
+ indices[ indicesIndex ++ ] = strip[ 0 ];
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j ];
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j + 1 ];
|
|
|
|
|
|
- indices[ indicesIndex ++ ] = strip[ 0 ];
|
|
|
- indices[ indicesIndex ++ ] = strip[ j ];
|
|
|
- indices[ indicesIndex ++ ] = strip[ j + 1 ];
|
|
|
+ }
|
|
|
|
|
|
}
|
|
|
+ // increment our next pointer
|
|
|
+ state.next = state.next + count + 1;
|
|
|
|
|
|
- }
|
|
|
- // increment our next pointer
|
|
|
- state.next = state.next + count + 1;
|
|
|
+ } else if ( line.indexOf ( "POINT_DATA" ) === 0 ) {
|
|
|
|
|
|
- } else if ( line.indexOf ( "POINT_DATA" ) == 0 ) {
|
|
|
+ numberOfPoints = parseInt ( line.split( " " )[ 1 ], 10 );
|
|
|
|
|
|
- numberOfPoints = parseInt ( line.split( " " )[ 1 ], 10 );
|
|
|
+ // Grab the next line
|
|
|
+ state = findString ( buffer, state.next );
|
|
|
|
|
|
- // Grab the next line
|
|
|
- state = findString ( buffer, state.next );
|
|
|
+ // Now grab the binary data
|
|
|
+ count = numberOfPoints * 4 * 3;
|
|
|
|
|
|
- // Now grab the binary data
|
|
|
- count = numberOfPoints * 4 * 3;
|
|
|
+ normals = new Float32Array( numberOfPoints * 3 );
|
|
|
+ pointIndex = state.next;
|
|
|
+ for ( i = 0; i < numberOfPoints; i ++ ) {
|
|
|
|
|
|
- normals = new Float32Array( numberOfPoints * 3 );
|
|
|
- pointIndex = state.next;
|
|
|
- for ( i = 0; i < numberOfPoints; i ++ ) {
|
|
|
+ normals[ 3 * i ] = dataView.getFloat32( pointIndex, false );
|
|
|
+ normals[ 3 * i + 1 ] = dataView.getFloat32( pointIndex + 4, false );
|
|
|
+ normals[ 3 * i + 2 ] = dataView.getFloat32( pointIndex + 8, false );
|
|
|
+ pointIndex += 12;
|
|
|
|
|
|
- normals[ 3 * i ] = dataView.getFloat32( pointIndex, false );
|
|
|
- normals[ 3 * i + 1 ] = dataView.getFloat32( pointIndex + 4, false );
|
|
|
- normals[ 3 * i + 2 ] = dataView.getFloat32( pointIndex + 8, false );
|
|
|
- pointIndex += 12;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Increment past our data
|
|
|
+ state.next = state.next + count;
|
|
|
|
|
|
}
|
|
|
|
|
|
- // Increment past our data
|
|
|
- state.next = state.next + count;
|
|
|
+ // Increment index
|
|
|
+ index = state.next;
|
|
|
+
|
|
|
+ if ( index >= buffer.byteLength ) {
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
}
|
|
|
|
|
|
- // Increment index
|
|
|
- index = state.next;
|
|
|
- if ( index >= buffer.byteLength ) {
|
|
|
+ var geometry = new THREE.BufferGeometry();
|
|
|
+ geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
|
|
|
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( points, 3 ) );
|
|
|
|
|
|
- break;
|
|
|
+ if ( normals.length == points.length ) {
|
|
|
+
|
|
|
+ geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
|
|
|
|
|
|
}
|
|
|
|
|
|
+ return geometry;
|
|
|
+
|
|
|
}
|
|
|
|
|
|
+ // get the 5 first lines of the files to check if there is the key word binary
|
|
|
|
|
|
- var geometry = new THREE.BufferGeometry();
|
|
|
- geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
|
|
|
- geometry.addAttribute( 'position', new THREE.BufferAttribute( points, 3 ) );
|
|
|
+ var meta = String.fromCharCode.apply( null, new Uint8Array( data, 0, 250 ) ).split( '\n' );
|
|
|
|
|
|
+ // console.log( meta );
|
|
|
|
|
|
- if ( normals.length == points.length ) {
|
|
|
+ if ( meta[ 2 ] === 'ASCII' ) {
|
|
|
|
|
|
- geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
|
|
|
+ return parseASCII( String.fromCharCode.apply( null, new Uint8Array( data ) ) );
|
|
|
|
|
|
- }
|
|
|
+ } else {
|
|
|
|
|
|
+ return parseBinary( data );
|
|
|
|
|
|
- return geometry;
|
|
|
+ }
|
|
|
|
|
|
}
|
|
|
|