411 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			411 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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;
							 | 
						||
| 
								 | 
							
											const patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
							 | 
						||
| 
								 | 
							
											const patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const vertices = [];
							 | 
						||
| 
								 | 
							
											const normals = [];
							 | 
						||
| 
								 | 
							
											const groupNames = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const normal = new Vector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											let result;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											let groupCount = 0;
							 | 
						||
| 
								 | 
							
											let startVertex = 0;
							 | 
						||
| 
								 | 
							
											let endVertex = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											while ( ( result = patternSolid.exec( data ) ) !== null ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												startVertex = endVertex;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const solid = result[ 0 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const name = ( result = patternName.exec( solid ) ) !== null ? result[ 1 ] : '';
							 | 
						||
| 
								 | 
							
												groupNames.push( name );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												while ( ( result = patternFace.exec( solid ) ) !== null ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													let vertexCountPerFace = 0;
							 | 
						||
| 
								 | 
							
													let normalCountPerFace = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const text = result[ 0 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													while ( ( result = patternNormal.exec( text ) ) !== null ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														normal.x = parseFloat( result[ 1 ] );
							 | 
						||
| 
								 | 
							
														normal.y = parseFloat( result[ 2 ] );
							 | 
						||
| 
								 | 
							
														normal.z = parseFloat( result[ 3 ] );
							 | 
						||
| 
								 | 
							
														normalCountPerFace ++;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													while ( ( result = patternVertex.exec( text ) ) !== null ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
							 | 
						||
| 
								 | 
							
														normals.push( normal.x, normal.y, normal.z );
							 | 
						||
| 
								 | 
							
														vertexCountPerFace ++;
							 | 
						||
| 
								 | 
							
														endVertex ++;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// every face have to own ONE valid normal
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( normalCountPerFace !== 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// each face have to own THREE valid vertices
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( vertexCountPerFace !== 3 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													faceCounter ++;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const start = startVertex;
							 | 
						||
| 
								 | 
							
												const count = endVertex - startVertex;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												geometry.userData.groupNames = groupNames;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												geometry.addGroup( start, count, groupCount );
							 | 
						||
| 
								 | 
							
												groupCount ++;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
							 | 
						||
| 
								 | 
							
											geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return geometry;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function ensureString( buffer ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( typeof buffer !== 'string' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												return new TextDecoder().decode( buffer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return buffer;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function ensureBinary( buffer ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( typeof buffer === 'string' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const array_buffer = new Uint8Array( buffer.length );
							 | 
						||
| 
								 | 
							
												for ( let i = 0; i < buffer.length; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												return array_buffer.buffer || array_buffer;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												return buffer;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// start
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const binData = ensureBinary( data );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { STLLoader };
							 |