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Delete babylon.stlFileLoader.ts

David Catuhe 10 роки тому
батько
коміт
e192bd25a5
1 змінених файлів з 0 додано та 89 видалено
  1. 0 89
      Loaders/STL/babylon.stlFileLoader.ts

+ 0 - 89
Loaders/STL/babylon.stlFileLoader.ts

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