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- /**
- * Origin: https://github.com/mrdoob/three.js/blob/af21991fc7c4e1d35d6a93031707273d937af0f9/examples/js/loaders/VTKLoader.js
- * @author mrdoob / http://mrdoob.com/ and 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 ) {
-
- // 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 );
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