添加关照、全局等高线、修改图层问题
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410
dist/electron/static/sdk/three/jsm/loaders/STLLoader.js
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410
dist/electron/static/sdk/three/jsm/loaders/STLLoader.js
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import {
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BufferAttribute,
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BufferGeometry,
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Color,
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FileLoader,
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Float32BufferAttribute,
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Loader,
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Vector3
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} from 'three';
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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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* const loader = new STLLoader();
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* loader.load( './models/stl/slotted_disk.stl', function ( geometry ) {
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* scene.add( new THREE.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 THREE.MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: true });
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* } else { .... }
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* const mesh = new THREE.Mesh( geometry, material );
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*
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* For ASCII STLs containing multiple solids, each solid is assigned to a different group.
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* Groups can be used to assign a different color by defining an array of materials with the same length of
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* geometry.groups and passing it to the Mesh constructor:
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*
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* const mesh = new THREE.Mesh( geometry, material );
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*
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* For example:
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*
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* const materials = [];
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* const nGeometryGroups = geometry.groups.length;
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*
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* const colorMap = ...; // Some logic to index colors.
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*
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* for (let i = 0; i < nGeometryGroups; i++) {
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*
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* const material = new THREE.MeshPhongMaterial({
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* color: colorMap[i],
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* wireframe: false
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* });
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*
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* }
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*
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* materials.push(material);
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* const mesh = new THREE.Mesh(geometry, materials);
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*/
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class STLLoader extends Loader {
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constructor( manager ) {
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super( manager );
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}
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load( url, onLoad, onProgress, onError ) {
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const scope = this;
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const loader = new FileLoader( this.manager );
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loader.setPath( this.path );
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loader.setResponseType( 'arraybuffer' );
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loader.setRequestHeader( this.requestHeader );
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loader.setWithCredentials( this.withCredentials );
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loader.load( url, function ( text ) {
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try {
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onLoad( scope.parse( text ) );
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} catch ( e ) {
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if ( onError ) {
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onError( e );
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} else {
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console.error( e );
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}
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scope.manager.itemError( url );
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}
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}, onProgress, onError );
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}
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parse( data ) {
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function isBinary( data ) {
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const reader = new DataView( data );
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const face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
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const n_faces = reader.getUint32( 80, true );
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const expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );
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if ( expect === reader.byteLength ) {
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return true;
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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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// 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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// US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
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const solid = [ 115, 111, 108, 105, 100 ];
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for ( let off = 0; off < 5; off ++ ) {
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// If "solid" text is matched to the current offset, declare it to be an ASCII STL.
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if ( matchDataViewAt( solid, reader, off ) ) return false;
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}
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// Couldn't find "solid" text at the beginning; it is binary STL.
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return true;
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}
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function matchDataViewAt( query, reader, offset ) {
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// Check if each byte in query matches the corresponding byte from the current offset
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for ( let i = 0, il = query.length; i < il; i ++ ) {
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if ( query[ i ] !== reader.getUint8( offset + i ) ) return false;
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}
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return true;
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}
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function parseBinary( data ) {
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const reader = new DataView( data );
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const faces = reader.getUint32( 80, true );
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let r, g, b, hasColors = false, colors;
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let defaultR, defaultG, defaultB, alpha;
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// process STL header
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// check for default color in header ("COLOR=rgba" sequence).
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for ( let index = 0; index < 80 - 10; index ++ ) {
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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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hasColors = true;
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colors = new Float32Array( faces * 3 * 3 );
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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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const dataOffset = 84;
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const faceLength = 12 * 4 + 2;
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const geometry = new BufferGeometry();
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const vertices = new Float32Array( faces * 3 * 3 );
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const normals = new Float32Array( faces * 3 * 3 );
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const color = new Color();
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for ( let face = 0; face < faces; face ++ ) {
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const start = dataOffset + face * faceLength;
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const normalX = reader.getFloat32( start, true );
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const normalY = reader.getFloat32( start + 4, true );
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const normalZ = reader.getFloat32( start + 8, true );
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if ( hasColors ) {
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const packedColor = reader.getUint16( start + 48, true );
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if ( ( packedColor & 0x8000 ) === 0 ) {
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// facet has its own unique color
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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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} else {
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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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for ( let i = 1; i <= 3; i ++ ) {
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const vertexstart = start + i * 12;
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const componentIdx = ( face * 3 * 3 ) + ( ( i - 1 ) * 3 );
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vertices[ componentIdx ] = reader.getFloat32( vertexstart, true );
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vertices[ componentIdx + 1 ] = reader.getFloat32( vertexstart + 4, true );
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vertices[ componentIdx + 2 ] = reader.getFloat32( vertexstart + 8, true );
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normals[ componentIdx ] = normalX;
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normals[ componentIdx + 1 ] = normalY;
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normals[ componentIdx + 2 ] = normalZ;
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if ( hasColors ) {
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color.set( r, g, b ).convertSRGBToLinear();
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colors[ componentIdx ] = color.r;
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colors[ componentIdx + 1 ] = color.g;
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colors[ componentIdx + 2 ] = color.b;
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}
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}
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}
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geometry.setAttribute( 'position', new BufferAttribute( vertices, 3 ) );
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geometry.setAttribute( 'normal', new BufferAttribute( normals, 3 ) );
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if ( hasColors ) {
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geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
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geometry.hasColors = true;
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geometry.alpha = alpha;
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}
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return geometry;
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}
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function parseASCII( data ) {
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const geometry = new BufferGeometry();
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const patternSolid = /solid([\s\S]*?)endsolid/g;
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const patternFace = /facet([\s\S]*?)endfacet/g;
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const patternName = /solid\s(.+)/;
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let faceCounter = 0;
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const patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
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const patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
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const patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
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const vertices = [];
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const normals = [];
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const groupNames = [];
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const normal = new Vector3();
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let result;
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let groupCount = 0;
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let startVertex = 0;
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let endVertex = 0;
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while ( ( result = patternSolid.exec( data ) ) !== null ) {
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startVertex = endVertex;
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const solid = result[ 0 ];
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const name = ( result = patternName.exec( solid ) ) !== null ? result[ 1 ] : '';
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groupNames.push( name );
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while ( ( result = patternFace.exec( solid ) ) !== null ) {
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let vertexCountPerFace = 0;
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let normalCountPerFace = 0;
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const text = result[ 0 ];
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while ( ( result = patternNormal.exec( text ) ) !== null ) {
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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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while ( ( result = patternVertex.exec( text ) ) !== null ) {
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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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endVertex ++;
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}
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// every face have to own ONE valid normal
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if ( normalCountPerFace !== 1 ) {
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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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// each face have to own THREE valid vertices
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if ( vertexCountPerFace !== 3 ) {
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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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faceCounter ++;
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}
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const start = startVertex;
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const count = endVertex - startVertex;
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geometry.userData.groupNames = groupNames;
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geometry.addGroup( start, count, groupCount );
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groupCount ++;
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}
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geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
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geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
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return geometry;
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}
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function ensureString( buffer ) {
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if ( typeof buffer !== 'string' ) {
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return new TextDecoder().decode( buffer );
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}
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return buffer;
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}
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function ensureBinary( buffer ) {
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if ( typeof buffer === 'string' ) {
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const array_buffer = new Uint8Array( buffer.length );
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for ( let i = 0; i < buffer.length; i ++ ) {
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array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
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}
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return array_buffer.buffer || array_buffer;
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} else {
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return buffer;
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}
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}
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// start
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const binData = ensureBinary( data );
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return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
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}
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}
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export { STLLoader };
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