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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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399 lines
9.5 KiB
399 lines
9.5 KiB
import { |
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BufferAttribute, |
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BufferGeometry, |
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FileLoader, |
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Float32BufferAttribute, |
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Loader, |
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LoaderUtils, |
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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, false ) ) 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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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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colors[ componentIdx ] = r; |
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colors[ componentIdx + 1 ] = g; |
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colors[ componentIdx + 2 ] = 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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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 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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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.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 LoaderUtils.decodeText( new Uint8Array( 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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