|
@@ -5,305 +5,280 @@
|
|
|
|
|
|
THREE.VTKLoader = function ( manager ) {
|
|
|
|
|
|
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
|
|
|
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
|
|
|
|
|
|
};
|
|
|
|
|
|
THREE.VTKLoader.prototype = {
|
|
|
|
|
|
- constructor: THREE.VTKLoader,
|
|
|
-
|
|
|
- load: function ( url, onLoad, onProgress, onError ) {
|
|
|
-
|
|
|
- // Will we bump into trouble reading the whole file into memory?
|
|
|
- var scope = this;
|
|
|
- var loader = new THREE.XHRLoader( scope.manager );
|
|
|
- loader.setCrossOrigin( this.crossOrigin );
|
|
|
-
|
|
|
- loader.load( url, function ( text ) {
|
|
|
- onLoad( scope.parse( text ) );
|
|
|
- }, onProgress, onError );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setCrossOrigin: function ( value ) {
|
|
|
-
|
|
|
- this.crossOrigin = value;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- parse: function ( data ) {
|
|
|
-
|
|
|
- // connectivity of the triangles
|
|
|
- var indices = [];
|
|
|
-
|
|
|
- // triangles vertices
|
|
|
- var positions = [];
|
|
|
-
|
|
|
- // red, green, blue colors in the range 0 to 1
|
|
|
- var colors = [];
|
|
|
-
|
|
|
- // normal vector, one per vertex
|
|
|
- var normals = [];
|
|
|
-
|
|
|
- var result;
|
|
|
-
|
|
|
- // pattern for reading vertices, 3 floats or integers
|
|
|
- var pat3Floats = /(\-?\d+\.?[\d\-\+e]*)\s+(\-?\d+\.?[\d\-\+e]*)\s+(\-?\d+\.?[\d\-\+e]*)/g;
|
|
|
-
|
|
|
- // pattern for connectivity, an integer followed by any number of ints
|
|
|
- // the first integer is the number of polygon nodes
|
|
|
- var patConnectivity = /^(\d+)\s+([\s\d]*)/;
|
|
|
-
|
|
|
- // indicates start of vertex data section
|
|
|
- var patPOINTS = /^POINTS /;
|
|
|
-
|
|
|
- // indicates start of polygon connectivity section
|
|
|
- var patPOLYGONS = /^POLYGONS /;
|
|
|
-
|
|
|
- // POINT_DATA number_of_values
|
|
|
- var patPOINT_DATA = /^POINT_DATA[ ]+(\d+)/;
|
|
|
-
|
|
|
- // CELL_DATA number_of_polys
|
|
|
- var patCELL_DATA = /^CELL_DATA[ ]+(\d+)/;
|
|
|
-
|
|
|
- // Start of color section
|
|
|
- var patCOLOR_SCALARS = /^COLOR_SCALARS[ ]+(\w+)[ ]+3/;
|
|
|
-
|
|
|
- // NORMALS Normals float
|
|
|
- var patNORMALS = /^NORMALS[ ]+(\w+)[ ]+(\w+)/;
|
|
|
-
|
|
|
- var inPointsSection = false;
|
|
|
- var inPolygonsSection = false;
|
|
|
- var inPointDataSection = false;
|
|
|
- var inCellDataSection = false;
|
|
|
- var inColorSection = false;
|
|
|
- var inNormalsSection = false;
|
|
|
-
|
|
|
- var lines = data.split('\n');
|
|
|
-
|
|
|
- for ( var i in lines ) {
|
|
|
-
|
|
|
- var line = lines[ i ];
|
|
|
-
|
|
|
- if ( inPointsSection ) {
|
|
|
-
|
|
|
- // get the vertices
|
|
|
- while ( ( result = pat3Floats.exec( line ) ) !== null ) {
|
|
|
-
|
|
|
- var x = parseFloat( result[ 1 ] );
|
|
|
- var y = parseFloat( result[ 2 ] );
|
|
|
- var z = parseFloat( result[ 3 ] );
|
|
|
- positions.push( x, y, z );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else if ( inPolygonsSection ) {
|
|
|
-
|
|
|
- if ( ( result = patConnectivity.exec( line ) ) !== null ) {
|
|
|
-
|
|
|
- // numVertices i0 i1 i2 ...
|
|
|
- var numVertices = parseInt( result[ 1 ] );
|
|
|
- var inds = result[ 2 ].split(/\s+/);
|
|
|
-
|
|
|
- if ( numVertices >= 3 ) {
|
|
|
-
|
|
|
- var i0 = parseInt( inds[ 0 ] );
|
|
|
- var i1, i2;
|
|
|
- var k = 1;
|
|
|
- // split the polygon in numVertices - 2 triangles
|
|
|
- for ( var j = 0; j < numVertices - 2; ++j ) {
|
|
|
-
|
|
|
- i1 = parseInt( inds[ k ] );
|
|
|
- i2 = parseInt( inds[ k + 1 ] );
|
|
|
- indices.push( i0, i1, i2 );
|
|
|
- k++;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else if ( inPointDataSection ) {
|
|
|
-
|
|
|
- if ( inColorSection ) {
|
|
|
-
|
|
|
- // get the colors
|
|
|
-
|
|
|
- while ( ( result = pat3Floats.exec( line ) ) !== null ) {
|
|
|
-
|
|
|
- var r = parseFloat( result[ 1 ] );
|
|
|
- var g = parseFloat( result[ 2 ] );
|
|
|
- var b = parseFloat( result[ 3 ] );
|
|
|
- colors.push( r, g, b );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else if ( inNormalsSection ) {
|
|
|
-
|
|
|
- // get the normal vectors
|
|
|
-
|
|
|
- while ( ( result = pat3Floats.exec( line ) ) !== null ) {
|
|
|
-
|
|
|
- var nx = parseFloat( result[ 1 ] );
|
|
|
- var ny = parseFloat( result[ 2 ] );
|
|
|
- var nz = parseFloat( result[ 3 ] );
|
|
|
- normals.push( nx, ny, nz );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else if ( inCellDataSection ) {
|
|
|
-
|
|
|
- if ( inColorSection ) {
|
|
|
-
|
|
|
- // get the colors
|
|
|
-
|
|
|
- while ( ( result = pat3Floats.exec( line ) ) !== null ) {
|
|
|
-
|
|
|
- var r = parseFloat( result[ 1 ] );
|
|
|
- var g = parseFloat( result[ 2 ] );
|
|
|
- var b = parseFloat( result[ 3 ] );
|
|
|
- colors.push( r, g, b );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else if ( inNormalsSection ) {
|
|
|
-
|
|
|
- // get the normal vectors
|
|
|
- while ( ( result = pat3Floats.exec( line ) ) !== null ) {
|
|
|
-
|
|
|
- var nx = parseFloat( result[ 1 ] );
|
|
|
- var ny = parseFloat( result[ 2 ] );
|
|
|
- var nz = parseFloat( result[ 3 ] );
|
|
|
- normals.push( nx, ny, nz );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( patPOLYGONS.exec( line ) !== null ) {
|
|
|
-
|
|
|
- inPolygonsSection = true;
|
|
|
- inPointsSection = false;
|
|
|
-
|
|
|
- } else if ( patPOINTS.exec( line ) !== null ) {
|
|
|
-
|
|
|
- inPolygonsSection = false;
|
|
|
- inPointsSection = true;
|
|
|
-
|
|
|
- } else if ( patPOINT_DATA.exec( line ) !== null ) {
|
|
|
-
|
|
|
- inPointDataSection = true;
|
|
|
- inPointsSection = false;
|
|
|
- inPolygonsSection = false;
|
|
|
-
|
|
|
- } else if ( patCELL_DATA.exec( line ) !== null ) {
|
|
|
-
|
|
|
- inCellDataSection = true;
|
|
|
- inPointsSection = false;
|
|
|
- inPolygonsSection = false;
|
|
|
-
|
|
|
- } else if ( patCOLOR_SCALARS.exec( line ) !== null ) {
|
|
|
-
|
|
|
- inColorSection = true;
|
|
|
- inNormalsSection = false;
|
|
|
- inPointsSection = false;
|
|
|
- inPolygonsSection = false;
|
|
|
-
|
|
|
- } else if ( patNORMALS.exec( line ) !== null ) {
|
|
|
-
|
|
|
- inNormalsSection = true;
|
|
|
- inColorSection = false;
|
|
|
- inPointsSection = false;
|
|
|
- inPolygonsSection = false;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- var geometry;
|
|
|
- var stagger = 'point';
|
|
|
-
|
|
|
- if ( colors.length == indices.length ) {
|
|
|
-
|
|
|
- stagger = 'cell';
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( stagger == 'point' ) {
|
|
|
-
|
|
|
- // nodal. Use BufferGeometry
|
|
|
- geometry = new THREE.BufferGeometry();
|
|
|
- geometry.addAttribute( 'index', new THREE.BufferAttribute( new ( indices.length > 65535 ? Uint32Array : Uint16Array )( indices ), 1 ) );
|
|
|
- geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( positions ), 3 ) );
|
|
|
-
|
|
|
- if ( colors.length == positions.length ) {
|
|
|
-
|
|
|
- geometry.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( normals.length == positions.length ) {
|
|
|
-
|
|
|
- geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } 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();
|
|
|
-
|
|
|
- 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 ) {
|
|
|
-
|
|
|
- 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 ) {
|
|
|
-
|
|
|
- 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 ) {
|
|
|
-
|
|
|
- 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 );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return geometry;
|
|
|
- }
|
|
|
+ constructor: THREE.VTKLoader,
|
|
|
+
|
|
|
+ load: function ( url, onLoad, onProgress, onError ) {
|
|
|
+
|
|
|
+ // Will we bump into trouble reading the whole file into memory?
|
|
|
+ var scope = this;
|
|
|
+ var loader = new THREE.XHRLoader( scope.manager );
|
|
|
+ loader.setCrossOrigin( this.crossOrigin );
|
|
|
+
|
|
|
+ loader.load( url, function ( text ) {
|
|
|
+
|
|
|
+ onLoad( scope.parse( text ) );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ onProgress, onError );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setCrossOrigin: function ( value ) {
|
|
|
+
|
|
|
+ this.crossOrigin = value;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ parse: function ( data ) {
|
|
|
+
|
|
|
+ // connectivity of the triangles
|
|
|
+ var indices = [];
|
|
|
+
|
|
|
+ // triangles vertices
|
|
|
+ var positions = [];
|
|
|
+
|
|
|
+ // red, green, blue colors in the range 0 to 1
|
|
|
+ var colors = [];
|
|
|
+
|
|
|
+ // normal vector, one per vertex
|
|
|
+ var normals = [];
|
|
|
+
|
|
|
+ var result;
|
|
|
+
|
|
|
+ // pattern for reading vertices, 3 floats or integers
|
|
|
+ var pat3Floats = /(\-?\d+\.?[\d\-\+e]*)\s+(\-?\d+\.?[\d\-\+e]*)\s+(\-?\d+\.?[\d\-\+e]*)/g;
|
|
|
+
|
|
|
+ // pattern for connectivity, an integer followed by any number of ints
|
|
|
+ // the first integer is the number of polygon nodes
|
|
|
+ var patConnectivity = /^(\d+)\s+([\s\d]*)/;
|
|
|
+
|
|
|
+ // indicates start of vertex data section
|
|
|
+ var patPOINTS = /^POINTS /;
|
|
|
+
|
|
|
+ // indicates start of polygon connectivity section
|
|
|
+ var patPOLYGONS = /^POLYGONS /;
|
|
|
+
|
|
|
+ // POINT_DATA number_of_values
|
|
|
+ var patPOINT_DATA = /^POINT_DATA[ ]+(\d+)/;
|
|
|
+
|
|
|
+ // CELL_DATA number_of_polys
|
|
|
+ var patCELL_DATA = /^CELL_DATA[ ]+(\d+)/;
|
|
|
+
|
|
|
+ // Start of color section
|
|
|
+ var patCOLOR_SCALARS = /^COLOR_SCALARS[ ]+(\w+)[ ]+3/;
|
|
|
+
|
|
|
+ // NORMALS Normals float
|
|
|
+ var patNORMALS = /^NORMALS[ ]+(\w+)[ ]+(\w+)/;
|
|
|
+
|
|
|
+ var inPointsSection = false;
|
|
|
+ var inPolygonsSection = false;
|
|
|
+ var inPointDataSection = false;
|
|
|
+ var inCellDataSection = false;
|
|
|
+ var inColorSection = false;
|
|
|
+ var inNormalsSection = false;
|
|
|
+
|
|
|
+ var lines = data.split('\n');
|
|
|
+
|
|
|
+ for ( var i in lines ) {
|
|
|
+
|
|
|
+ var line = lines[ i ];
|
|
|
+
|
|
|
+ if ( inPointsSection ) {
|
|
|
+
|
|
|
+ // get the vertices
|
|
|
+ while ( ( result = pat3Floats.exec( line ) ) !== null ) {
|
|
|
+
|
|
|
+ var x = parseFloat( result[ 1 ] );
|
|
|
+ var y = parseFloat( result[ 2 ] );
|
|
|
+ var z = parseFloat( result[ 3 ] );
|
|
|
+ positions.push( x, y, z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( inPolygonsSection ) {
|
|
|
+
|
|
|
+ if ( ( result = patConnectivity.exec( line ) ) !== null ) {
|
|
|
+
|
|
|
+ // numVertices i0 i1 i2 ...
|
|
|
+ var numVertices = parseInt( result[ 1 ] );
|
|
|
+ var inds = result[ 2 ].split(/\s+/);
|
|
|
+
|
|
|
+ if ( numVertices >= 3 ) {
|
|
|
+
|
|
|
+ var i0 = parseInt( inds[ 0 ] );
|
|
|
+ var i1, i2;
|
|
|
+ var k = 1;
|
|
|
+ // split the polygon in numVertices - 2 triangles
|
|
|
+ for ( var j = 0; j < numVertices - 2; ++j ) {
|
|
|
+
|
|
|
+ i1 = parseInt( inds[ k ] );
|
|
|
+ i2 = parseInt( inds[ k + 1 ] );
|
|
|
+ indices.push( i0, i1, i2 );
|
|
|
+ k++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( inPointDataSection || inCellDataSection ) {
|
|
|
+
|
|
|
+ if ( inColorSection ) {
|
|
|
+
|
|
|
+ // Get the colors
|
|
|
+
|
|
|
+ while ( ( result = pat3Floats.exec( line ) ) !== null ) {
|
|
|
+
|
|
|
+ var r = parseFloat( result[ 1 ] );
|
|
|
+ var g = parseFloat( result[ 2 ] );
|
|
|
+ var b = parseFloat( result[ 3 ] );
|
|
|
+ colors.push( r, g, b );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( inNormalsSection ) {
|
|
|
+
|
|
|
+ // Get the normal vectors
|
|
|
+
|
|
|
+ while ( ( result = pat3Floats.exec( line ) ) !== null ) {
|
|
|
+
|
|
|
+ var nx = parseFloat( result[ 1 ] );
|
|
|
+ var ny = parseFloat( result[ 2 ] );
|
|
|
+ var nz = parseFloat( result[ 3 ] );
|
|
|
+ normals.push( nx, ny, nz );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( patPOLYGONS.exec( line ) !== null ) {
|
|
|
+
|
|
|
+ inPolygonsSection = true;
|
|
|
+ inPointsSection = false;
|
|
|
+
|
|
|
+ } else if ( patPOINTS.exec( line ) !== null ) {
|
|
|
+
|
|
|
+ inPolygonsSection = false;
|
|
|
+ inPointsSection = true;
|
|
|
+
|
|
|
+ } else if ( patPOINT_DATA.exec( line ) !== null ) {
|
|
|
+
|
|
|
+ inPointDataSection = true;
|
|
|
+ inPointsSection = false;
|
|
|
+ inPolygonsSection = false;
|
|
|
+
|
|
|
+ } else if ( patCELL_DATA.exec( line ) !== null ) {
|
|
|
+
|
|
|
+ inCellDataSection = true;
|
|
|
+ inPointsSection = false;
|
|
|
+ inPolygonsSection = false;
|
|
|
+
|
|
|
+ } else if ( patCOLOR_SCALARS.exec( line ) !== null ) {
|
|
|
+
|
|
|
+ inColorSection = true;
|
|
|
+ inNormalsSection = false;
|
|
|
+ inPointsSection = false;
|
|
|
+ inPolygonsSection = false;
|
|
|
+
|
|
|
+ } else if ( patNORMALS.exec( line ) !== null ) {
|
|
|
+
|
|
|
+ inNormalsSection = true;
|
|
|
+ inColorSection = false;
|
|
|
+ inPointsSection = false;
|
|
|
+ inPolygonsSection = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var geometry;
|
|
|
+ var stagger = 'point';
|
|
|
+
|
|
|
+ if ( colors.length == indices.length ) {
|
|
|
+
|
|
|
+ stagger = 'cell';
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( stagger == 'point' ) {
|
|
|
+
|
|
|
+ // Nodal. Use BufferGeometry
|
|
|
+ geometry = new THREE.BufferGeometry();
|
|
|
+ geometry.addAttribute( 'index', new THREE.BufferAttribute( new ( indices.length > 65535 ? Uint32Array : Uint16Array )( indices ), 1 ) );
|
|
|
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( positions ), 3 ) );
|
|
|
+
|
|
|
+ if ( colors.length == positions.length ) {
|
|
|
+
|
|
|
+ geometry.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( normals.length == positions.length ) {
|
|
|
+
|
|
|
+ geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } 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();
|
|
|
+
|
|
|
+ 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 ) {
|
|
|
+
|
|
|
+ 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 ) {
|
|
|
+
|
|
|
+ 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 ) {
|
|
|
+
|
|
|
+ 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 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return geometry;
|
|
|
+ }
|
|
|
};
|
|
|
|
|
|
THREE.EventDispatcher.prototype.apply( THREE.VTKLoader.prototype );
|