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@@ -1,89 +0,0 @@
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-module BABYLON {
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-
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- export class STLFileLoader implements ISceneLoaderPlugin {
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-
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- public solidPattern = /solid (\S*)([\S\s]*)endsolid[ ]*(\S*)/g;
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- public facetsPattern = /facet([\s\S]*?)endfacet/g;
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- public 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;
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- public 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;
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-
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- public extensions = ".stl";
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-
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- public importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean {
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- var matches;
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-
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- while (matches = this.solidPattern.exec(data)) {
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- var meshName = matches[1];
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- var meshNameFromEnd = matches[3];
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- if (meshName != meshNameFromEnd) {
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- console.log("error in stl, solid name != endsolid name");
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- }
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-
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- //check meshesNames
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- if (meshesNames && meshName) {
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- if (meshesNames instanceof Array) {
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- if (!meshesNames.indexOf(meshName)) {
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- continue;
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- }
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- } else {
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- if (meshName !== meshesNames) {
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- continue;
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- }
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- }
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- }
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-
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- //stl mesh name can be empty as well
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- meshName = meshName || "stlmesh";
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- var babylonMesh = new Mesh(meshName, scene);
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- this.parseSolid(babylonMesh, matches[2]);
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- }
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-
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- return true;
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- }
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-
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- public load(scene: Scene, data: string, rootUrl: string): boolean {
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- var result = this.importMesh(null, scene, data, rootUrl, null, null, null);
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-
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- if (result) {
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- scene.createDefaultCameraOrLight();
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- }
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-
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- return result;
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- }
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-
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- private parseSolid(mesh: Mesh, solidData: string) {
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- var normals = [];
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- var positions = [];
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- var indices = [];
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- var indicesCount = 0;
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-
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- //load facets, ignoring loop as the standard doesn't define it can contain more than vertices
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- var matches;
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- while (matches = this.facetsPattern.exec(solidData)) {
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- var facet = matches[1];
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- //one normal per face
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- var normalMatches = this.normalPattern.exec(facet);
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- this.normalPattern.lastIndex = 0;
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- if (!normalMatches) {
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- continue;
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- }
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- var normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];
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-
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- var vertexMatch;
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- while (vertexMatch = this.vertexPattern.exec(facet)) {
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- positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));
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- normals.push(normal[0], normal[1], normal[2]);
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- }
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- indices.push(indicesCount++, indicesCount++, indicesCount++);
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- this.vertexPattern.lastIndex = 0;
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- }
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- this.facetsPattern.lastIndex = 0;
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- mesh.setVerticesData(VertexBuffer.PositionKind, positions);
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- mesh.setVerticesData(VertexBuffer.NormalKind, normals);
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- mesh.setIndices(indices);
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- mesh.computeWorldMatrix(true);
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- }
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- }
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-
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- BABYLON.SceneLoader.RegisterPlugin(new STLFileLoader());
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-}
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