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+/**
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+ * @author aleeper / http://adamleeper.com/
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+ * @author mrdoob / http://mrdoob.com/
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+ * @author gero3 / https://github.com/gero3
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+ * @author Mugen87 / https://github.com/Mugen87
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+ *
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+ * Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs.
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+ *
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+ * Supports both binary and ASCII encoded files, with automatic detection of type.
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+ *
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+ * The loader returns a non-indexed buffer geometry.
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+ *
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+ * Limitations:
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+ * Binary decoding supports "Magics" color format (http://en.wikipedia.org/wiki/STL_(file_format)#Color_in_binary_STL).
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+ * There is perhaps some question as to how valid it is to always assume little-endian-ness.
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+ * ASCII decoding assumes file is UTF-8.
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+ *
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+ * Usage:
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+ * var loader = new STLLoader();
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+ * loader.load( './models/stl/slotted_disk.stl', function ( geometry ) {
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+ * scene.add( new Mesh( geometry ) );
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+ * });
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+ *
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+ * For binary STLs geometry might contain colors for vertices. To use it:
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+ * // use the same code to load STL as above
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+ * if (geometry.hasColors) {
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+ * material = new MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: VertexColors });
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+ * } else { .... }
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+ * var mesh = new Mesh( geometry, material );
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+ */
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+
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+import {
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+ BufferAttribute,
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+ BufferGeometry,
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+ DefaultLoadingManager,
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+ FileLoader,
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+ Float32BufferAttribute,
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+ LoaderUtils,
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+ Vector3
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+} from "../../../build/three.module.js";
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+
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+
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+var STLLoader = function ( manager ) {
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+
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+ this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
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+
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+};
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+
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+STLLoader.prototype = {
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+
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+ constructor: STLLoader,
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+
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+ load: function ( url, onLoad, onProgress, onError ) {
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+
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+ var scope = this;
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+
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+ var loader = new FileLoader( scope.manager );
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+ loader.setPath( scope.path );
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+ loader.setResponseType( 'arraybuffer' );
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+ loader.load( url, function ( text ) {
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+
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+ try {
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+
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+ onLoad( scope.parse( text ) );
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+
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+ } catch ( exception ) {
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+
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+ if ( onError ) {
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+
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+ onError( exception );
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+
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+ }
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+
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+ }
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+
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+ }, onProgress, onError );
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+
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+ },
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+
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+ setPath: function ( value ) {
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+
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+ this.path = value;
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+ return this;
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+
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+ },
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+
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+ parse: function ( data ) {
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+
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+ function isBinary( data ) {
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+
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+ var expect, face_size, n_faces, reader;
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+ reader = new DataView( data );
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+ face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
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+ n_faces = reader.getUint32( 80, true );
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+ expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );
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+
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+ if ( expect === reader.byteLength ) {
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+
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+ return true;
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+
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+ }
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+
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+ // An ASCII STL data must begin with 'solid ' as the first six bytes.
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+ // However, ASCII STLs lacking the SPACE after the 'd' are known to be
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+ // plentiful. So, check the first 5 bytes for 'solid'.
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+
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+ // Several encodings, such as UTF-8, precede the text with up to 5 bytes:
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+ // https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding
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+ // Search for "solid" to start anywhere after those prefixes.
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+
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+ // US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
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+
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+ var solid = [ 115, 111, 108, 105, 100 ];
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+
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+ for ( var off = 0; off < 5; off ++ ) {
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+
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+ // If "solid" text is matched to the current offset, declare it to be an ASCII STL.
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+
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+ if ( matchDataViewAt ( solid, reader, off ) ) return false;
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+
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+ }
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+
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+ // Couldn't find "solid" text at the beginning; it is binary STL.
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+
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+ return true;
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+
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+ }
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+
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+ function matchDataViewAt( query, reader, offset ) {
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+
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+ // Check if each byte in query matches the corresponding byte from the current offset
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+
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+ for ( var i = 0, il = query.length; i < il; i ++ ) {
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+
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+ if ( query[ i ] !== reader.getUint8( offset + i, false ) ) return false;
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+
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+ }
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+
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+ return true;
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+
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+ }
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+
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+ function parseBinary( data ) {
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+
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+ var reader = new DataView( data );
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+ var faces = reader.getUint32( 80, true );
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+
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+ var r, g, b, hasColors = false, colors;
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+ var defaultR, defaultG, defaultB, alpha;
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+
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+ // process STL header
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+ // check for default color in header ("COLOR=rgba" sequence).
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+
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+ for ( var index = 0; index < 80 - 10; index ++ ) {
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+
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+ if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&
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+ ( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&
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+ ( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {
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+
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+ hasColors = true;
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+ colors = [];
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+
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+ defaultR = reader.getUint8( index + 6 ) / 255;
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+ defaultG = reader.getUint8( index + 7 ) / 255;
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+ defaultB = reader.getUint8( index + 8 ) / 255;
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+ alpha = reader.getUint8( index + 9 ) / 255;
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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 dataOffset = 84;
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+ var faceLength = 12 * 4 + 2;
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+
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+ var geometry = new BufferGeometry();
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+
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+ var vertices = [];
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+ var normals = [];
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+
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+ for ( var face = 0; face < faces; face ++ ) {
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+
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+ var start = dataOffset + face * faceLength;
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+ var normalX = reader.getFloat32( start, true );
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+ var normalY = reader.getFloat32( start + 4, true );
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+ var normalZ = reader.getFloat32( start + 8, true );
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+
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+ if ( hasColors ) {
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+
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+ var packedColor = reader.getUint16( start + 48, true );
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+
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+ if ( ( packedColor & 0x8000 ) === 0 ) {
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+
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+ // facet has its own unique color
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+
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+ r = ( packedColor & 0x1F ) / 31;
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+ g = ( ( packedColor >> 5 ) & 0x1F ) / 31;
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+ b = ( ( packedColor >> 10 ) & 0x1F ) / 31;
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+
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+ } else {
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+
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+ r = defaultR;
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+ g = defaultG;
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+ b = defaultB;
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+
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+ }
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+
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+ }
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+
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+ for ( var i = 1; i <= 3; i ++ ) {
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+
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+ var vertexstart = start + i * 12;
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+
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+ vertices.push( reader.getFloat32( vertexstart, true ) );
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+ vertices.push( reader.getFloat32( vertexstart + 4, true ) );
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+ vertices.push( reader.getFloat32( vertexstart + 8, true ) );
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+
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+ normals.push( normalX, normalY, normalZ );
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+
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+ if ( hasColors ) {
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+
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+ colors.push( r, g, b );
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
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+ geometry.addAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) );
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+
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+ if ( hasColors ) {
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+
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+ geometry.addAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) );
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+ geometry.hasColors = true;
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+ geometry.alpha = alpha;
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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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+
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+ function parseASCII( data ) {
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+
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+ var geometry = new BufferGeometry();
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+ var patternFace = /facet([\s\S]*?)endfacet/g;
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+ var faceCounter = 0;
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+
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+ var patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
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+ var patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
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+ var patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
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+
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+ var vertices = [];
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+ var normals = [];
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+
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+ var normal = new Vector3();
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+
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+ var result;
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+
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+ while ( ( result = patternFace.exec( data ) ) !== null ) {
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+
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+ var vertexCountPerFace = 0;
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+ var normalCountPerFace = 0;
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+
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+ var text = result[ 0 ];
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+
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+ while ( ( result = patternNormal.exec( text ) ) !== null ) {
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+
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+ normal.x = parseFloat( result[ 1 ] );
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+ normal.y = parseFloat( result[ 2 ] );
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+ normal.z = parseFloat( result[ 3 ] );
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+ normalCountPerFace ++;
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+
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+ }
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+
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+ while ( ( result = patternVertex.exec( text ) ) !== null ) {
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+
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+ vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
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+ normals.push( normal.x, normal.y, normal.z );
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+ vertexCountPerFace ++;
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+
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+ }
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+
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+ // every face have to own ONE valid normal
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+
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+ if ( normalCountPerFace !== 1 ) {
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+
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+ console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter );
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+
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+ }
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+
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+ // each face have to own THREE valid vertices
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+
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+ if ( vertexCountPerFace !== 3 ) {
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+
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+ console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter );
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+
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+ }
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+
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+ faceCounter ++;
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+
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+ }
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+
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+ geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
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+ geometry.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
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+
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+ return geometry;
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+
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+ }
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+
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+ function ensureString( buffer ) {
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+
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+ if ( typeof buffer !== 'string' ) {
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+
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+ return LoaderUtils.decodeText( new Uint8Array( buffer ) );
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+
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+ }
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+
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+ return buffer;
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+
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+ }
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+
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+ function ensureBinary( buffer ) {
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+
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+ if ( typeof buffer === 'string' ) {
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+
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+ var array_buffer = new Uint8Array( buffer.length );
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+ for ( var i = 0; i < buffer.length; i ++ ) {
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+
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+ array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
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+
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+ }
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+ return array_buffer.buffer || array_buffer;
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+
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+ } else {
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+
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+ return buffer;
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+
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+ }
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+
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+ }
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+
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+ // start
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+
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+ var binData = ensureBinary( data );
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+
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+ return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
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+
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+ }
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+
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+};
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+
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+export { STLLoader };
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