1 |
- {"ast":null,"code":"import { Tools } from \"@babylonjs/core/Misc/tools.js\";\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer.js\";\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh.js\";\nimport { SceneLoader } from \"@babylonjs/core/Loading/sceneLoader.js\";\nimport { AssetContainer } from \"@babylonjs/core/assetContainer.js\";\n/**\n * STL file type loader.\n * This is a babylon scene loader plugin.\n */\nexport class STLFileLoader {\n constructor() {\n /** @internal */\n this.solidPattern = /solid (\\S*)([\\S\\s]*?)endsolid[ ]*(\\S*)/g;\n /** @internal */\n this.facetsPattern = /facet([\\s\\S]*?)endfacet/g;\n /** @internal */\n this.normalPattern = /normal[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\n /** @internal */\n this.vertexPattern = /vertex[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\n /**\n * Defines the name of the plugin.\n */\n this.name = \"stl\";\n /**\n * Defines the extensions the stl loader is able to load.\n * force data to come in as an ArrayBuffer\n * we'll convert to string if it looks like it's an ASCII .stl\n */\n this.extensions = {\n \".stl\": {\n isBinary: true\n }\n };\n }\n /**\n * Import meshes into a scene.\n * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\n * @param scene The scene to import into\n * @param data The data to import\n * @param rootUrl The root url for scene and resources\n * @param meshes The meshes array to import into\n * @returns True if successful or false otherwise\n */\n importMesh(meshesNames, scene, data, rootUrl, meshes) {\n let matches;\n if (typeof data !== \"string\") {\n if (this._isBinary(data)) {\n // binary .stl\n const babylonMesh = new Mesh(\"stlmesh\", scene);\n this._parseBinary(babylonMesh, data);\n if (meshes) {\n meshes.push(babylonMesh);\n }\n return true;\n }\n // ASCII .stl\n // convert to string\n data = new TextDecoder().decode(new Uint8Array(data));\n }\n //if arrived here, data is a string, containing the STLA data.\n while (matches = this.solidPattern.exec(data)) {\n let meshName = matches[1];\n const meshNameFromEnd = matches[3];\n if (meshNameFromEnd && meshName != meshNameFromEnd) {\n Tools.Error(\"Error in STL, solid name != endsolid name\");\n return false;\n }\n // check meshesNames\n if (meshesNames && meshName) {\n if (meshesNames instanceof Array) {\n if (!meshesNames.indexOf(meshName)) {\n continue;\n }\n } else {\n if (meshName !== meshesNames) {\n continue;\n }\n }\n }\n // stl mesh name can be empty as well\n meshName = meshName || \"stlmesh\";\n const babylonMesh = new Mesh(meshName, scene);\n this._parseASCII(babylonMesh, matches[2]);\n if (meshes) {\n meshes.push(babylonMesh);\n }\n }\n return true;\n }\n /**\n * Load into a scene.\n * @param scene The scene to load into\n * @param data The data to import\n * @param rootUrl The root url for scene and resources\n * @returns true if successful or false otherwise\n */\n load(scene, data, rootUrl) {\n const result = this.importMesh(null, scene, data, rootUrl, null);\n return result;\n }\n /**\n * Load into an asset container.\n * @param scene The scene to load into\n * @param data The data to import\n * @param rootUrl The root url for scene and resources\n * @returns The loaded asset container\n */\n loadAssetContainer(scene, data, rootUrl) {\n const container = new AssetContainer(scene);\n scene._blockEntityCollection = true;\n this.importMesh(null, scene, data, rootUrl, container.meshes);\n scene._blockEntityCollection = false;\n return container;\n }\n _isBinary(data) {\n // check if file size is correct for binary stl\n const reader = new DataView(data);\n // A Binary STL header is 80 bytes, if the data size is not great than\n // that then it's not a binary STL.\n if (reader.byteLength <= 80) {\n return false;\n }\n const faceSize = 32 / 8 * 3 + 32 / 8 * 3 * 3 + 16 / 8;\n const nFaces = reader.getUint32(80, true);\n if (80 + 32 / 8 + nFaces * faceSize === reader.byteLength) {\n return true;\n }\n // US-ASCII begin with 's', 'o', 'l', 'i', 'd'\n const ascii = [115, 111, 108, 105, 100];\n for (let off = 0; off < 5; off++) {\n if (reader.getUint8(off) !== ascii[off]) {\n return true;\n }\n }\n return false;\n }\n _parseBinary(mesh, data) {\n const reader = new DataView(data);\n const faces = reader.getUint32(80, true);\n const dataOffset = 84;\n const faceLength = 12 * 4 + 2;\n let offset = 0;\n const positions = new Float32Array(faces * 3 * 3);\n const normals = new Float32Array(faces * 3 * 3);\n const indices = new Uint32Array(faces * 3);\n let indicesCount = 0;\n for (let face = 0; face < faces; face++) {\n const start = dataOffset + face * faceLength;\n const normalX = reader.getFloat32(start, true);\n const normalY = reader.getFloat32(start + 4, true);\n const normalZ = reader.getFloat32(start + 8, true);\n for (let i = 1; i <= 3; i++) {\n const vertexstart = start + i * 12;\n // ordering is intentional to match ascii import\n positions[offset] = reader.getFloat32(vertexstart, true);\n normals[offset] = normalX;\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\n positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);\n positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);\n normals[offset + 2] = normalY;\n normals[offset + 1] = normalZ;\n } else {\n positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);\n positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);\n normals[offset + 1] = normalY;\n normals[offset + 2] = normalZ;\n }\n offset += 3;\n }\n if (STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\n indices[indicesCount] = indicesCount;\n indices[indicesCount + 1] = indicesCount + 2;\n indices[indicesCount + 2] = indicesCount + 1;\n indicesCount += 3;\n } else {\n indices[indicesCount] = indicesCount++;\n indices[indicesCount] = indicesCount++;\n indices[indicesCount] = indicesCount++;\n }\n }\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\n mesh.setIndices(indices);\n mesh.computeWorldMatrix(true);\n }\n _parseASCII(mesh, solidData) {\n const positions = [];\n const normals = [];\n const indices = [];\n let indicesCount = 0;\n //load facets, ignoring loop as the standard doesn't define it can contain more than vertices\n let matches;\n while (matches = this.facetsPattern.exec(solidData)) {\n const facet = matches[1];\n //one normal per face\n const normalMatches = this.normalPattern.exec(facet);\n this.normalPattern.lastIndex = 0;\n if (!normalMatches) {\n continue;\n }\n const normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];\n let vertexMatch;\n while (vertexMatch = this.vertexPattern.exec(facet)) {\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));\n normals.push(normal[0], normal[1], normal[2]);\n } else {\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));\n // Flipping the second and third component because inverted\n // when normal was declared.\n normals.push(normal[0], normal[2], normal[1]);\n }\n }\n if (STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\n indices.push(indicesCount, indicesCount + 2, indicesCount + 1);\n indicesCount += 3;\n } else {\n indices.push(indicesCount++, indicesCount++, indicesCount++);\n }\n this.vertexPattern.lastIndex = 0;\n }\n this.facetsPattern.lastIndex = 0;\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\n mesh.setIndices(indices);\n mesh.computeWorldMatrix(true);\n }\n}\n/**\n * Defines if Y and Z axes are swapped or not when loading an STL file.\n * The default is false to maintain backward compatibility. When set to\n * true, coordinates from the STL file are used without change.\n */\nSTLFileLoader.DO_NOT_ALTER_FILE_COORDINATES = false;\nif (SceneLoader) {\n SceneLoader.RegisterPlugin(new STLFileLoader());\n}","map":{"version":3,"names":["Tools","VertexBuffer","Mesh","SceneLoader","AssetContainer","STLFileLoader","constructor","solidPattern","facetsPattern","normalPattern","vertexPattern","name","extensions","isBinary","importMesh","meshesNames","scene","data","rootUrl","meshes","matches","_isBinary","babylonMesh","_parseBinary","push","TextDecoder","decode","Uint8Array","exec","meshName","meshNameFromEnd","Error","Array","indexOf","_parseASCII","load","result","loadAssetContainer","container","_blockEntityCollection","reader","DataView","byteLength","faceSize","nFaces","getUint32","ascii","off","getUint8","mesh","faces","dataOffset","faceLength","offset","positions","Float32Array","normals","indices","Uint32Array","indicesCount","face","start","normalX","getFloat32","normalY","normalZ","i","vertexstart","DO_NOT_ALTER_FILE_COORDINATES","setVerticesData","PositionKind","NormalKind","setIndices","computeWorldMatrix","solidData","facet","normalMatches","lastIndex","normal","Number","vertexMatch","RegisterPlugin"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/loaders/STL/stlFileLoader.js"],"sourcesContent":["import { Tools } from \"@babylonjs/core/Misc/tools.js\";\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer.js\";\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh.js\";\nimport { SceneLoader } from \"@babylonjs/core/Loading/sceneLoader.js\";\nimport { AssetContainer } from \"@babylonjs/core/assetContainer.js\";\n/**\n * STL file type loader.\n * This is a babylon scene loader plugin.\n */\nexport class STLFileLoader {\n constructor() {\n /** @internal */\n this.solidPattern = /solid (\\S*)([\\S\\s]*?)endsolid[ ]*(\\S*)/g;\n /** @internal */\n this.facetsPattern = /facet([\\s\\S]*?)endfacet/g;\n /** @internal */\n this.normalPattern = /normal[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\n /** @internal */\n this.vertexPattern = /vertex[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\n /**\n * Defines the name of the plugin.\n */\n this.name = \"stl\";\n /**\n * Defines the extensions the stl loader is able to load.\n * force data to come in as an ArrayBuffer\n * we'll convert to string if it looks like it's an ASCII .stl\n */\n this.extensions = {\n \".stl\": { isBinary: true },\n };\n }\n /**\n * Import meshes into a scene.\n * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\n * @param scene The scene to import into\n * @param data The data to import\n * @param rootUrl The root url for scene and resources\n * @param meshes The meshes array to import into\n * @returns True if successful or false otherwise\n */\n importMesh(meshesNames, scene, data, rootUrl, meshes) {\n let matches;\n if (typeof data !== \"string\") {\n if (this._isBinary(data)) {\n // binary .stl\n const babylonMesh = new Mesh(\"stlmesh\", scene);\n this._parseBinary(babylonMesh, data);\n if (meshes) {\n meshes.push(babylonMesh);\n }\n return true;\n }\n // ASCII .stl\n // convert to string\n data = new TextDecoder().decode(new Uint8Array(data));\n }\n //if arrived here, data is a string, containing the STLA data.\n while ((matches = this.solidPattern.exec(data))) {\n let meshName = matches[1];\n const meshNameFromEnd = matches[3];\n if (meshNameFromEnd && meshName != meshNameFromEnd) {\n Tools.Error(\"Error in STL, solid name != endsolid name\");\n return false;\n }\n // check meshesNames\n if (meshesNames && meshName) {\n if (meshesNames instanceof Array) {\n if (!meshesNames.indexOf(meshName)) {\n continue;\n }\n }\n else {\n if (meshName !== meshesNames) {\n continue;\n }\n }\n }\n // stl mesh name can be empty as well\n meshName = meshName || \"stlmesh\";\n const babylonMesh = new Mesh(meshName, scene);\n this._parseASCII(babylonMesh, matches[2]);\n if (meshes) {\n meshes.push(babylonMesh);\n }\n }\n return true;\n }\n /**\n * Load into a scene.\n * @param scene The scene to load into\n * @param data The data to import\n * @param rootUrl The root url for scene and resources\n * @returns true if successful or false otherwise\n */\n load(scene, data, rootUrl) {\n const result = this.importMesh(null, scene, data, rootUrl, null);\n return result;\n }\n /**\n * Load into an asset container.\n * @param scene The scene to load into\n * @param data The data to import\n * @param rootUrl The root url for scene and resources\n * @returns The loaded asset container\n */\n loadAssetContainer(scene, data, rootUrl) {\n const container = new AssetContainer(scene);\n scene._blockEntityCollection = true;\n this.importMesh(null, scene, data, rootUrl, container.meshes);\n scene._blockEntityCollection = false;\n return container;\n }\n _isBinary(data) {\n // check if file size is correct for binary stl\n const reader = new DataView(data);\n // A Binary STL header is 80 bytes, if the data size is not great than\n // that then it's not a binary STL.\n if (reader.byteLength <= 80) {\n return false;\n }\n const faceSize = (32 / 8) * 3 + (32 / 8) * 3 * 3 + 16 / 8;\n const nFaces = reader.getUint32(80, true);\n if (80 + 32 / 8 + nFaces * faceSize === reader.byteLength) {\n return true;\n }\n // US-ASCII begin with 's', 'o', 'l', 'i', 'd'\n const ascii = [115, 111, 108, 105, 100];\n for (let off = 0; off < 5; off++) {\n if (reader.getUint8(off) !== ascii[off]) {\n return true;\n }\n }\n return false;\n }\n _parseBinary(mesh, data) {\n const reader = new DataView(data);\n const faces = reader.getUint32(80, true);\n const dataOffset = 84;\n const faceLength = 12 * 4 + 2;\n let offset = 0;\n const positions = new Float32Array(faces * 3 * 3);\n const normals = new Float32Array(faces * 3 * 3);\n const indices = new Uint32Array(faces * 3);\n let indicesCount = 0;\n for (let face = 0; face < faces; face++) {\n const start = dataOffset + face * faceLength;\n const normalX = reader.getFloat32(start, true);\n const normalY = reader.getFloat32(start + 4, true);\n const normalZ = reader.getFloat32(start + 8, true);\n for (let i = 1; i <= 3; i++) {\n const vertexstart = start + i * 12;\n // ordering is intentional to match ascii import\n positions[offset] = reader.getFloat32(vertexstart, true);\n normals[offset] = normalX;\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\n positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);\n positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);\n normals[offset + 2] = normalY;\n normals[offset + 1] = normalZ;\n }\n else {\n positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);\n positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);\n normals[offset + 1] = normalY;\n normals[offset + 2] = normalZ;\n }\n offset += 3;\n }\n if (STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\n indices[indicesCount] = indicesCount;\n indices[indicesCount + 1] = indicesCount + 2;\n indices[indicesCount + 2] = indicesCount + 1;\n indicesCount += 3;\n }\n else {\n indices[indicesCount] = indicesCount++;\n indices[indicesCount] = indicesCount++;\n indices[indicesCount] = indicesCount++;\n }\n }\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\n mesh.setIndices(indices);\n mesh.computeWorldMatrix(true);\n }\n _parseASCII(mesh, solidData) {\n const positions = [];\n const normals = [];\n const indices = [];\n let indicesCount = 0;\n //load facets, ignoring loop as the standard doesn't define it can contain more than vertices\n let matches;\n while ((matches = this.facetsPattern.exec(solidData))) {\n const facet = matches[1];\n //one normal per face\n const normalMatches = this.normalPattern.exec(facet);\n this.normalPattern.lastIndex = 0;\n if (!normalMatches) {\n continue;\n }\n const normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];\n let vertexMatch;\n while ((vertexMatch = this.vertexPattern.exec(facet))) {\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));\n normals.push(normal[0], normal[1], normal[2]);\n }\n else {\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));\n // Flipping the second and third component because inverted\n // when normal was declared.\n normals.push(normal[0], normal[2], normal[1]);\n }\n }\n if (STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\n indices.push(indicesCount, indicesCount + 2, indicesCount + 1);\n indicesCount += 3;\n }\n else {\n indices.push(indicesCount++, indicesCount++, indicesCount++);\n }\n this.vertexPattern.lastIndex = 0;\n }\n this.facetsPattern.lastIndex = 0;\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\n mesh.setIndices(indices);\n mesh.computeWorldMatrix(true);\n }\n}\n/**\n * Defines if Y and Z axes are swapped or not when loading an STL file.\n * The default is false to maintain backward compatibility. When set to\n * true, coordinates from the STL file are used without change.\n */\nSTLFileLoader.DO_NOT_ALTER_FILE_COORDINATES = false;\nif (SceneLoader) {\n SceneLoader.RegisterPlugin(new 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