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@@ -3,7 +3,7 @@
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* @author Alex Pletzer
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*/
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-THREE.VTKLoader = function ( manager ) {
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+THREE.VTKLoader = function( manager ) {
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this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
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@@ -15,261 +15,1096 @@ THREE.VTKLoader.prototype = {
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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.load( url, function ( text ) {
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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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- // connectivity of the triangles
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- var indices = [];
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+ function parseASCII( 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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- // POINT_DATA number_of_values
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- var patPOINT_DATA = /^POINT_DATA[ ]+(\d+)/;
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+ // indicates start of polygon connectivity section
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+ var patPOLYGONS = /^POLYGONS /;
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- // CELL_DATA number_of_polys
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- var patCELL_DATA = /^CELL_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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- // Start of color section
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- var patCOLOR_SCALARS = /^COLOR_SCALARS[ ]+(\w+)[ ]+3/;
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+ // POINT_DATA number_of_values
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+ var patPOINT_DATA = /^POINT_DATA[ ]+(\d+)/;
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- // NORMALS Normals float
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- var patNORMALS = /^NORMALS[ ]+(\w+)[ ]+(\w+)/;
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+ // CELL_DATA number_of_polys
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+ var patCELL_DATA = /^CELL_DATA[ ]+(\d+)/;
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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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+ // Start of color section
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+ var patCOLOR_SCALARS = /^COLOR_SCALARS[ ]+(\w+)[ ]+3/;
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- var lines = data.split( '\n' );
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+ // NORMALS Normals float
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+ var patNORMALS = /^NORMALS[ ]+(\w+)[ ]+(\w+)/;
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- for ( var i in lines ) {
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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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- var line = lines[ i ];
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+ var lines = data.split( '\n' );
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- if ( inPointsSection ) {
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+ for ( var i in lines ) {
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- // get the vertices
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- while ( ( result = pat3Floats.exec( line ) ) !== null ) {
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+ var line = lines[ i ];
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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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+ if ( inPointsSection ) {
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- }
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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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+
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+ }
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- } else if ( inPolygonsSection ) {
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+ } else if ( inPolygonsSection ) {
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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 = 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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+ 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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- }
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+ } else if ( inTriangleStripSection ) {
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- } else if ( inPointDataSection || inCellDataSection ) {
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+ if ( ( result = patConnectivity.exec( line ) ) !== null ) {
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- if ( inColorSection ) {
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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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- // Get the colors
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+ if ( numVertices >= 3 ) {
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- while ( ( result = pat3Floats.exec( line ) ) !== null ) {
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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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+
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+ if ( j % 2 === 1 ) {
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+
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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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+
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+ } else {
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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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+ 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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+
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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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+ } else if ( inPointDataSection || inCellDataSection ) {
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- // Get the normal vectors
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+ if ( inColorSection ) {
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- while ( ( result = pat3Floats.exec( line ) ) !== null ) {
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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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- 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 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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+ } 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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+ if ( patPOLYGONS.exec( line ) !== null ) {
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+
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+ inPolygonsSection = true;
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+ inPointsSection = false;
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+ inTriangleStripSection = 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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+ inTriangleStripSection = false;
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+
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+ } else if ( patTRIANGLE_STRIPS.exec( line ) !== null ) {
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+
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+ inPolygonsSection = false;
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+ inPointsSection = false;
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+ inTriangleStripSection = 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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+ inTriangleStripSection = 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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+ inTriangleStripSection = 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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+ inTriangleStripSection = 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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+ inTriangleStripSection = false;
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+
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+ }
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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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+
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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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- if ( patPOLYGONS.exec( line ) !== null ) {
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+ if ( stagger == 'point' ) {
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- inPolygonsSection = true;
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- inPointsSection = false;
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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 Uint32Array( indices ), 1 ) );
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+ geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( positions ), 3 ) );
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- } else if ( patPOINTS.exec( line ) !== null ) {
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+ if ( colors.length == positions.length ) {
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- inPolygonsSection = false;
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- inPointsSection = true;
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+ geometry.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
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- } else if ( patPOINT_DATA.exec( line ) !== null ) {
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+ }
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+
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+ if ( normals.length == positions.length ) {
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- inPointDataSection = true;
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- inPointsSection = false;
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- inPolygonsSection = false;
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+ geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
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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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+ } else {
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- } else if ( patCOLOR_SCALARS.exec( line ) !== null ) {
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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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- inColorSection = true;
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- inNormalsSection = false;
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- inPointsSection = false;
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- inPolygonsSection = false;
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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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- } else if ( patNORMALS.exec( line ) !== null ) {
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+ for ( var j = 0; j < numPoints; ++ j ) {
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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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+ 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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+
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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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+ return geometry;
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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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+ function parseBinary( data ) {
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+
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+ var count, pointIndex, i, numberOfPoints, pt, s;
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+ var buffer = new Uint8Array ( data );
|
|
|
+ var dataView = new DataView ( data );
|
|
|
+
|
|
|
+ // Points and normals, by default, are empty
|
|
|
+ var points = [];
|
|
|
+ var normals = [];
|
|
|
+ var indices = [];
|
|
|
+
|
|
|
+ // Going to make a big array of strings
|
|
|
+ var vtk = [];
|
|
|
+ var index = 0;
|
|
|
+
|
|
|
+ function findString( buffer, start ) {
|
|
|
+
|
|
|
+ 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( '' ) };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var state, line;
|
|
|
+
|
|
|
+ while ( true ) {
|
|
|
+
|
|
|
+ // Get a string
|
|
|
+ state = findString ( buffer, index );
|
|
|
+ line = state.parsedString;
|
|
|
+
|
|
|
+ if ( line.indexOf ( 'POINTS' ) === 0 ) {
|
|
|
+
|
|
|
+ vtk.push ( line );
|
|
|
+ // Add the points
|
|
|
+ numberOfPoints = parseInt ( line.split( ' ' )[ 1 ], 10 );
|
|
|
+
|
|
|
+ // Each point is 3 4-byte floats
|
|
|
+ count = numberOfPoints * 4 * 3;
|
|
|
+
|
|
|
+ points = new Float32Array( numberOfPoints * 3 );
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ } 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;
|
|
|
+
|
|
|
+ indices = new Uint32Array( 3 * size - 9 * numberOfStrips );
|
|
|
+ var indicesIndex = 0;
|
|
|
+
|
|
|
+ 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 ++ ) {
|
|
|
+
|
|
|
+ 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 ++ ) {
|
|
|
+
|
|
|
+ if ( j % 2 ) {
|
|
|
+
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j ];
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j + 2 ];
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j + 1 ];
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
|
|
|
- if ( colors.length == indices.length ) {
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j ];
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j + 1 ];
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j + 2 ];
|
|
|
|
|
|
- stagger = 'cell';
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+ // increment our next pointer
|
|
|
+ state.next = state.next + count + 1;
|
|
|
+
|
|
|
+ } 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;
|
|
|
+
|
|
|
+ indices = new Uint32Array( 3 * size - 9 * numberOfStrips );
|
|
|
+ var indicesIndex = 0;
|
|
|
+
|
|
|
+ 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 ++ ) {
|
|
|
+
|
|
|
+ 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 ++ ) {
|
|
|
+
|
|
|
+ indices[ indicesIndex ++ ] = strip[ 0 ];
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j ];
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j + 1 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+ // increment our next pointer
|
|
|
+ state.next = state.next + count + 1;
|
|
|
+
|
|
|
+ } else if ( line.indexOf ( 'POINT_DATA' ) === 0 ) {
|
|
|
+
|
|
|
+ numberOfPoints = parseInt ( line.split( ' ' )[ 1 ], 10 );
|
|
|
+
|
|
|
+ // Grab the next line
|
|
|
+ state = findString ( buffer, state.next );
|
|
|
+
|
|
|
+ // Now grab the binary data
|
|
|
+ count = numberOfPoints * 4 * 3;
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Increment past our data
|
|
|
+ state.next = state.next + count;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Increment index
|
|
|
+ index = state.next;
|
|
|
+
|
|
|
+ if ( index >= buffer.byteLength ) {
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var geometry = new THREE.BufferGeometry();
|
|
|
+ geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
|
|
|
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( points, 3 ) );
|
|
|
+
|
|
|
+ if ( normals.length == points.length ) {
|
|
|
+
|
|
|
+ geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return geometry;
|
|
|
|
|
|
}
|
|
|
|
|
|
- if ( stagger == 'point' ) {
|
|
|
+ function parseXML( stringFile ) {
|
|
|
+
|
|
|
+ // Changes XML to JSON, based on https://davidwalsh.name/convert-xml-json
|
|
|
+
|
|
|
+ function xmlToJson( xml ) {
|
|
|
+
|
|
|
+ // Create the return object
|
|
|
+ var obj = {};
|
|
|
+
|
|
|
+ if ( xml.nodeType == 1 ) { // element
|
|
|
+
|
|
|
+ // do attributes
|
|
|
+
|
|
|
+ if ( xml.attributes ) {
|
|
|
+
|
|
|
+ if ( xml.attributes.length > 0 ) {
|
|
|
+
|
|
|
+ obj[ 'attributes' ] = {};
|
|
|
+
|
|
|
+ for ( var j = 0; j < xml.attributes.length; j ++ ) {
|
|
|
|
|
|
- // Nodal. Use BufferGeometry
|
|
|
- geometry = new THREE.BufferGeometry();
|
|
|
- geometry.setIndex( new THREE.BufferAttribute( new ( indices.length > 65535 ? Uint32Array : Uint16Array )( indices ), 1 ) );
|
|
|
- geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( positions ), 3 ) );
|
|
|
+ var attribute = xml.attributes.item( j );
|
|
|
+ obj[ 'attributes' ][ attribute.nodeName ] = attribute.nodeValue.trim();
|
|
|
|
|
|
- if ( colors.length == positions.length ) {
|
|
|
+ }
|
|
|
|
|
|
- geometry.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( xml.nodeType == 3 ) { // text
|
|
|
+
|
|
|
+ obj = xml.nodeValue.trim();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // do children
|
|
|
+ if ( xml.hasChildNodes() ) {
|
|
|
+
|
|
|
+ for ( var i = 0; i < xml.childNodes.length; i ++ ) {
|
|
|
+
|
|
|
+ var item = xml.childNodes.item( i );
|
|
|
+ var nodeName = item.nodeName;
|
|
|
+
|
|
|
+ if ( typeof( obj[ nodeName ] ) === 'undefined' ) {
|
|
|
+
|
|
|
+ var tmp = xmlToJson( item );
|
|
|
+
|
|
|
+ if ( tmp !== '' ) obj[ nodeName ] = tmp;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( typeof( obj[ nodeName ].push ) === 'undefined' ) {
|
|
|
+
|
|
|
+ var old = obj[ nodeName ];
|
|
|
+ obj[ nodeName ] = [ old ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var tmp = xmlToJson( item );
|
|
|
+
|
|
|
+ if ( tmp !== '' ) obj[ nodeName ].push( tmp );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return obj;
|
|
|
|
|
|
}
|
|
|
|
|
|
- if ( normals.length == positions.length ) {
|
|
|
+ // Taken from Base64-js
|
|
|
+ function Base64toByteArray( b64 ) {
|
|
|
+
|
|
|
+ var Arr = typeof Uint8Array !== 'undefined' ? Uint8Array : Array;
|
|
|
+ var i;
|
|
|
+ var lookup = [];
|
|
|
+ var revLookup = [];
|
|
|
+ var code = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/';
|
|
|
+ var len = code.length;
|
|
|
+
|
|
|
+ for ( i = 0; i < len; i ++ ) {
|
|
|
+
|
|
|
+ lookup[ i ] = code[ i ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0; i < len; ++ i ) {
|
|
|
+
|
|
|
+ revLookup[ code.charCodeAt( i ) ] = i;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ revLookup[ '-'.charCodeAt( 0 ) ] = 62;
|
|
|
+ revLookup[ '_'.charCodeAt( 0 ) ] = 63;
|
|
|
+
|
|
|
+ var j, l, tmp, placeHolders, arr;
|
|
|
+ var len = b64.length;
|
|
|
+
|
|
|
+ if ( len % 4 > 0 ) {
|
|
|
+
|
|
|
+ throw new Error( 'Invalid string. Length must be a multiple of 4' );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ placeHolders = b64[ len - 2 ] === '=' ? 2 : b64[ len - 1 ] === '=' ? 1 : 0;
|
|
|
+ arr = new Arr( len * 3 / 4 - placeHolders );
|
|
|
+ l = placeHolders > 0 ? len - 4 : len;
|
|
|
+
|
|
|
+ var L = 0;
|
|
|
+
|
|
|
+ for ( i = 0, j = 0; i < l; i += 4, j += 3 ) {
|
|
|
+
|
|
|
+ tmp = ( revLookup[ b64.charCodeAt( i ) ] << 18 ) | ( revLookup[ b64.charCodeAt( i + 1 ) ] << 12 ) | ( revLookup[ b64.charCodeAt( i + 2 ) ] << 6 ) | revLookup[ b64.charCodeAt( i + 3 ) ];
|
|
|
+ arr[ L ++ ] = ( tmp & 0xFF0000 ) >> 16;
|
|
|
+ arr[ L ++ ] = ( tmp & 0xFF00 ) >> 8;
|
|
|
+ arr[ L ++ ] = tmp & 0xFF;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( placeHolders === 2 ) {
|
|
|
+
|
|
|
+ tmp = ( revLookup[ b64.charCodeAt( i ) ] << 2 ) | ( revLookup[ b64.charCodeAt( i + 1 ) ] >> 4 );
|
|
|
+ arr[ L ++ ] = tmp & 0xFF;
|
|
|
+
|
|
|
+ } else if ( placeHolders === 1 ) {
|
|
|
|
|
|
- geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
|
|
|
+ tmp = ( revLookup[ b64.charCodeAt( i ) ] << 10 ) | ( revLookup[ b64.charCodeAt( i + 1 ) ] << 4 ) | ( revLookup[ b64.charCodeAt( i + 2 ) ] >> 2 );
|
|
|
+ arr[ L ++ ] = ( tmp >> 8 ) & 0xFF;
|
|
|
+ arr[ L ++ ] = tmp & 0xFF;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return arr;
|
|
|
|
|
|
}
|
|
|
|
|
|
- } else {
|
|
|
+ function parseDataArray( ele, compressed ) {
|
|
|
+
|
|
|
+ // Check the format
|
|
|
+
|
|
|
+ if ( ele.attributes.format == 'binary' ) {
|
|
|
+
|
|
|
+ if ( compressed ) {
|
|
|
+
|
|
|
+ // Split the blob_header and compressed Data
|
|
|
+ if ( ele[ '#text' ].indexOf( '==' ) != - 1 ) {
|
|
|
+
|
|
|
+ var data = ele[ '#text' ].split( '==' );
|
|
|
+
|
|
|
+ // console.log( data );
|
|
|
+
|
|
|
+ if ( data.length == 2 ) {
|
|
|
+
|
|
|
+ var blob = data.shift();
|
|
|
+ var content = data.shift();
|
|
|
+
|
|
|
+ if ( content === '' ) {
|
|
|
+
|
|
|
+ content = blob + '==';
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( data.length > 2 ) {
|
|
|
+
|
|
|
+ var blob = data.shift();
|
|
|
+ var content = data.shift();
|
|
|
+ content = content + '==';
|
|
|
+
|
|
|
+ } else if ( data.length < 2 ) {
|
|
|
+
|
|
|
+ var content = data.shift();
|
|
|
+ content = content + '==';
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Convert to bytearray
|
|
|
+ var arr = Base64toByteArray( content );
|
|
|
+
|
|
|
+ // decompress
|
|
|
+ var inflate = new Zlib.Inflate( arr, { resize: true, verify: true } );
|
|
|
+ var content = inflate.decompress();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var content = Base64toByteArray( ele[ '#text' ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var content = Base64toByteArray( ele[ '#text' ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var content = content.buffer;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( ele[ '#text' ] ) {
|
|
|
+
|
|
|
+ var content = ele[ '#text' ].replace( /\n/g, ' ' ).split( ' ' ).filter( function ( el, idx, arr ) {
|
|
|
+
|
|
|
+ if ( el !== '' ) return el;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var content = new Int32Array( 0 ).buffer;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ delete ele[ '#text' ];
|
|
|
+
|
|
|
+ // Get the content and optimize it
|
|
|
+
|
|
|
+ if ( ele.attributes.type == 'Float32' ) {
|
|
|
+
|
|
|
+ var txt = new Float32Array( content );
|
|
|
+
|
|
|
+ if ( ele.attributes.format == 'binary' ) {
|
|
|
+
|
|
|
+ if ( ! compressed ) {
|
|
|
+
|
|
|
+ txt = txt.filter( function( el, idx, arr ) {
|
|
|
+
|
|
|
+ if ( idx !== 0 ) return true;
|
|
|
|
|
|
- // 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;
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( ele.attributes.type === 'Int64' ) {
|
|
|
+
|
|
|
+ var txt = new Int32Array( content );
|
|
|
+
|
|
|
+ if ( ele.attributes.format == 'binary' ) {
|
|
|
+
|
|
|
+ if ( ! compressed ) {
|
|
|
+
|
|
|
+ txt = txt.filter( function ( el, idx, arr ) {
|
|
|
+
|
|
|
+ if ( idx !== 0 ) return true;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ txt = txt.filter( function ( el, idx, arr ) {
|
|
|
|
|
|
- for ( var j = 0; j < numPoints; ++ j ) {
|
|
|
+ if ( idx % 2 !== 1 ) return true;
|
|
|
|
|
|
- x = positions[ 3 * j + 0 ];
|
|
|
- y = positions[ 3 * j + 1 ];
|
|
|
- z = positions[ 3 * j + 2 ];
|
|
|
- geometry.vertices.push( new THREE.Vector3( x, y, z ) );
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // console.log( txt );
|
|
|
+
|
|
|
+ return txt;
|
|
|
|
|
|
}
|
|
|
|
|
|
- for ( var i = 0; i < numTriangles; ++ i ) {
|
|
|
+ // Main part
|
|
|
+ // Get Dom
|
|
|
+ var dom = null;
|
|
|
+
|
|
|
+ if ( window.DOMParser ) {
|
|
|
+
|
|
|
+ try {
|
|
|
+
|
|
|
+ dom = ( new DOMParser() ).parseFromString( stringFile, 'text/xml' );
|
|
|
+
|
|
|
+ } catch ( e ) {
|
|
|
+
|
|
|
+ dom = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( window.ActiveXObject ) {
|
|
|
+
|
|
|
+ try {
|
|
|
+
|
|
|
+ dom = new ActiveXObject( 'Microsoft.XMLDOM' );
|
|
|
+ dom.async = false;
|
|
|
+
|
|
|
+ if ( ! dom.loadXML( xml ) ) {
|
|
|
+
|
|
|
+ throw new Error( dom.parseError.reason + dom.parseError.srcText );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } catch ( e ) {
|
|
|
+
|
|
|
+ dom = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
|
|
|
- ia = indices[ 3 * i + 0 ];
|
|
|
- ib = indices[ 3 * i + 1 ];
|
|
|
- ic = indices[ 3 * i + 2 ];
|
|
|
- geometry.faces.push( new THREE.Face3( ia, ib, ic ) );
|
|
|
+ throw new Error( 'Cannot parse xml string!' );
|
|
|
|
|
|
}
|
|
|
|
|
|
- if ( colors.length == numTriangles * 3 ) {
|
|
|
+ // Get the doc
|
|
|
+ var doc = dom.documentElement;
|
|
|
+ // Convert to json
|
|
|
+ var json = xmlToJson( doc );
|
|
|
+ var points = [];
|
|
|
+ var normals = [];
|
|
|
+ var indices = [];
|
|
|
|
|
|
- for ( var i = 0; i < numTriangles; ++ i ) {
|
|
|
+ if ( json.PolyData ) {
|
|
|
+
|
|
|
+ var piece = json.PolyData.Piece;
|
|
|
+ var compressed = json.attributes.hasOwnProperty( 'compressor' );
|
|
|
+
|
|
|
+ // Can be optimized
|
|
|
+ // Loop through the sections
|
|
|
+ var sections = [ 'PointData', 'Points', 'Strips', 'Polys' ];// +['CellData', 'Verts', 'Lines'];
|
|
|
+ var sectionIndex = 0, numberOfSections = sections.length;
|
|
|
+
|
|
|
+ while ( sectionIndex < numberOfSections ) {
|
|
|
+
|
|
|
+ var section = piece[ sections[ sectionIndex ] ];
|
|
|
+
|
|
|
+ // If it has a DataArray in it
|
|
|
+
|
|
|
+ if ( section.DataArray ) {
|
|
|
+
|
|
|
+ // Depending on the number of DataArrays
|
|
|
+
|
|
|
+ if ( Object.prototype.toString.call( section.DataArray ) === '[object Array]' ) {
|
|
|
+
|
|
|
+ var arr = section.DataArray;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var arr = [ section.DataArray ];
|
|
|
|
|
|
- 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 );
|
|
|
+ }
|
|
|
+
|
|
|
+ var dataArrayIndex = 0, numberOfDataArrays = arr.length;
|
|
|
+
|
|
|
+ while ( dataArrayIndex < numberOfDataArrays ) {
|
|
|
+
|
|
|
+ // Parse the DataArray
|
|
|
+ arr[ dataArrayIndex ].text = parseDataArray( arr[ dataArrayIndex ], compressed );
|
|
|
+ dataArrayIndex ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ switch ( sections[ sectionIndex ] ) {
|
|
|
+
|
|
|
+ // if iti is point data
|
|
|
+ case 'PointData':
|
|
|
+
|
|
|
+ var numberOfPoints = parseInt( piece.attributes.NumberOfPoints );
|
|
|
+ var normalsName = section.attributes.Normals;
|
|
|
+
|
|
|
+ if ( numberOfPoints > 0 ) {
|
|
|
+
|
|
|
+ for ( var i = 0, len = arr.length; i < len; i ++ ) {
|
|
|
+
|
|
|
+ if ( normalsName == arr[ i ].attributes.Name ) {
|
|
|
+
|
|
|
+ var components = arr[ i ].attributes.NumberOfComponents;
|
|
|
+ normals = new Float32Array( numberOfPoints * components );
|
|
|
+ normals.set( arr[ i ].text, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // console.log('Normals', normals);
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ // if it is points
|
|
|
+ case 'Points':
|
|
|
+
|
|
|
+ var numberOfPoints = parseInt( piece.attributes.NumberOfPoints );
|
|
|
+
|
|
|
+ if ( numberOfPoints > 0 ) {
|
|
|
+
|
|
|
+ var components = section.DataArray.attributes.NumberOfComponents;
|
|
|
+ points = new Float32Array( numberOfPoints * components );
|
|
|
+ points.set( section.DataArray.text, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // console.log('Points', points);
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ // if it is strips
|
|
|
+ case 'Strips':
|
|
|
+
|
|
|
+ var numberOfStrips = parseInt( piece.attributes.NumberOfStrips );
|
|
|
+
|
|
|
+ if ( numberOfStrips > 0 ) {
|
|
|
+
|
|
|
+ var connectivity = new Int32Array( section.DataArray[ 0 ].text.length );
|
|
|
+ var offset = new Int32Array( section.DataArray[ 1 ].text.length );
|
|
|
+ connectivity.set( section.DataArray[ 0 ].text, 0 );
|
|
|
+ offset.set( section.DataArray[ 1 ].text, 0 );
|
|
|
+
|
|
|
+ var size = numberOfStrips + connectivity.length;
|
|
|
+ indices = new Uint32Array( 3 * size - 9 * numberOfStrips );
|
|
|
+
|
|
|
+ var indicesIndex = 0;
|
|
|
+
|
|
|
+ for ( var i = 0,len = numberOfStrips; i < len; i ++ ) {
|
|
|
+
|
|
|
+ var strip = [];
|
|
|
+
|
|
|
+ for ( var s = 0, len1 = offset[ i ], len0 = 0; s < len1 - len0; s ++ ) {
|
|
|
+
|
|
|
+ strip.push ( connectivity[ s ] );
|
|
|
+
|
|
|
+ if ( i > 0 ) len0 = offset[ i - 1 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var j = 0, len1 = offset[ i ], len0 = 0; j < len1 - len0 - 2; j ++ ) {
|
|
|
+
|
|
|
+ if ( j % 2 ) {
|
|
|
+
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j ];
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j + 2 ];
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j + 1 ];
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j ];
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j + 1 ];
|
|
|
+ indices[ indicesIndex ++ ] = strip[ j + 2 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( i > 0 ) len0 = offset[ i - 1 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //console.log('Strips', indices);
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ // if it is polys
|
|
|
+ case 'Polys':
|
|
|
+
|
|
|
+ var numberOfPolys = parseInt( piece.attributes.NumberOfPolys );
|
|
|
+
|
|
|
+ if ( numberOfPolys > 0 ) {
|
|
|
+
|
|
|
+ var connectivity = new Int32Array( section.DataArray[ 0 ].text.length );
|
|
|
+ var offset = new Int32Array( section.DataArray[ 1 ].text.length );
|
|
|
+ connectivity.set( section.DataArray[ 0 ].text, 0 );
|
|
|
+ offset.set( section.DataArray[ 1 ].text, 0 );
|
|
|
+
|
|
|
+ var size = numberOfPolys + connectivity.length;
|
|
|
+ indices = new Uint32Array( 3 * size - 9 * numberOfPolys );
|
|
|
+ var indicesIndex = 0, connectivityIndex = 0;
|
|
|
+ var i = 0,len = numberOfPolys, len0 = 0;
|
|
|
+
|
|
|
+ while ( i < len ) {
|
|
|
+
|
|
|
+ var poly = [];
|
|
|
+ var s = 0, len1 = offset[ i ];
|
|
|
+
|
|
|
+ while ( s < len1 - len0 ) {
|
|
|
+
|
|
|
+ poly.push( connectivity[ connectivityIndex ++ ] );
|
|
|
+ s ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var j = 1;
|
|
|
+
|
|
|
+ while ( j < len1 - len0 - 1 ) {
|
|
|
+
|
|
|
+ indices[ indicesIndex ++ ] = poly[ 0 ];
|
|
|
+ indices[ indicesIndex ++ ] = poly[ j ];
|
|
|
+ indices[ indicesIndex ++ ] = poly[ j + 1 ];
|
|
|
+ j ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ i ++;
|
|
|
+ len0 = offset[ i - 1 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+ //console.log('Polys', indices);
|
|
|
+ break;
|
|
|
+
|
|
|
+ default:
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ sectionIndex ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var geometry = new THREE.BufferGeometry();
|
|
|
+ geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
|
|
|
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( points, 3 ) );
|
|
|
+
|
|
|
+ if ( normals.length == points.length ) {
|
|
|
+
|
|
|
+ geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
|
|
|
|
|
|
}
|
|
|
|
|
|
- }
|
|
|
+ // console.log( json );
|
|
|
+
|
|
|
+ return geometry;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // TODO for vtu,vti,and other xml formats
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
}
|
|
|
|
|
|
- return geometry;
|
|
|
+ function getStringFile( data ) {
|
|
|
+
|
|
|
+ var stringFile = '';
|
|
|
+ var charArray = new Uint8Array( data );
|
|
|
+ var i = 0;
|
|
|
+ var len = charArray.length;
|
|
|
+
|
|
|
+ while ( len -- ) {
|
|
|
+
|
|
|
+ stringFile += String.fromCharCode( charArray[ i ++ ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return stringFile;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // get the 5 first lines of the files to check if there is the key word binary
|
|
|
+ var meta = String.fromCharCode.apply( null, new Uint8Array( data, 0, 250 ) ).split( '\n' );
|
|
|
+
|
|
|
+ if ( meta[ 0 ].indexOf( 'xml' ) !== - 1 ) {
|
|
|
+
|
|
|
+ return parseXML( getStringFile( data ) );
|
|
|
+
|
|
|
+ } else if ( meta[ 2 ].includes( 'ASCII' ) ) {
|
|
|
+
|
|
|
+ return parseASCII( getStringFile( data ) );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ return parseBinary( data );
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
}
|
|
|
|