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- /**
- * @author mrdoob / http://mrdoob.com/
- * @author Alex Pletzer
- */
- THREE.VTKLoader = function( manager ) {
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
- };
- THREE.VTKLoader.prototype = {
- constructor: THREE.VTKLoader,
- load: function ( url, onLoad, onProgress, onError ) {
- var scope = this;
- var loader = new THREE.XHRLoader( scope.manager );
- loader.setResponseType( 'arraybuffer' );
- loader.load( url, function( text ) {
- onLoad( scope.parse( text ) );
- }, onProgress, onError );
- },
- parse: function ( data ) {
- function parseASCII( 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 /;
- // indicates start of triangle strips section
- var patTRIANGLE_STRIPS = /^TRIANGLE_STRIPS /;
- // 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 inTriangleStripSection = 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 ( inTriangleStripSection ) {
- 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, i1, i2;
- // split the polygon in numVertices - 2 triangles
- for ( var j = 0; j < numVertices - 2; j ++ ) {
- if ( j % 2 === 1 ) {
- i0 = parseInt( inds[ j ] );
- i1 = parseInt( inds[ j + 2 ] );
- i2 = parseInt( inds[ j + 1 ] );
- indices.push( i0, i1, i2 );
- } else {
- i0 = parseInt( inds[ j ] );
- i1 = parseInt( inds[ j + 1 ] );
- i2 = parseInt( inds[ j + 2 ] );
- indices.push( i0, i1, i2 );
- }
- }
- }
- }
- } 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;
- inTriangleStripSection = false;
- } else if ( patPOINTS.exec( line ) !== null ) {
- inPolygonsSection = false;
- inPointsSection = true;
- inTriangleStripSection = false;
- } else if ( patTRIANGLE_STRIPS.exec( line ) !== null ) {
- inPolygonsSection = false;
- inPointsSection = false;
- inTriangleStripSection = true;
- } else if ( patPOINT_DATA.exec( line ) !== null ) {
- inPointDataSection = true;
- inPointsSection = false;
- inPolygonsSection = false;
- inTriangleStripSection = false;
- } else if ( patCELL_DATA.exec( line ) !== null ) {
- inCellDataSection = true;
- inPointsSection = false;
- inPolygonsSection = false;
- inTriangleStripSection = false;
- } else if ( patCOLOR_SCALARS.exec( line ) !== null ) {
- inColorSection = true;
- inNormalsSection = false;
- inPointsSection = false;
- inPolygonsSection = false;
- inTriangleStripSection = false;
- } else if ( patNORMALS.exec( line ) !== null ) {
- inNormalsSection = true;
- inColorSection = false;
- inPointsSection = false;
- inPolygonsSection = false;
- inTriangleStripSection = false;
- }
- }
- var geometry;
- var stagger = 'point';
- if ( colors.length == indices.length ) {
- stagger = 'cell';
- }
- if ( stagger == 'point' ) {
- // 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 ) );
- 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;
- }
- function parseBinary( data ) {
- var count, pointIndex, i, numberOfPoints, pt, s;
- 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 {
- indices[ indicesIndex ++ ] = strip[ j ];
- indices[ indicesIndex ++ ] = strip[ j + 1 ];
- indices[ indicesIndex ++ ] = strip[ j + 2 ];
- }
- }
- }
- // 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;
- }
- // 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' );
- // console.log( meta );
- if ( meta[ 2 ] === 'ASCII' ) {
- return parseASCII( String.fromCharCode.apply( null, new Uint8Array( data ) ) );
- } else {
- return parseBinary( data );
- }
- }
- };
- THREE.EventDispatcher.prototype.apply( THREE.VTKLoader.prototype );
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