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- /// <reference path="../../../dist/preview release/babylon.d.ts"/>
- var BABYLON;
- (function (BABYLON) {
- var STLFileLoader = (function () {
- function STLFileLoader() {
- this.solidPattern = /solid (\S*)([\S\s]*)endsolid[ ]*(\S*)/g;
- this.facetsPattern = /facet([\s\S]*?)endfacet/g;
- 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;
- 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;
- this.extensions = ".stl";
- }
- STLFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
- var matches;
- if (typeof data !== "string") {
- BABYLON.Tools.Error("STL format not recognized. Ensure it's ASCII formatted");
- return false;
- }
- while (matches = this.solidPattern.exec(data)) {
- var meshName = matches[1];
- var meshNameFromEnd = matches[3];
- if (meshName != meshNameFromEnd) {
- BABYLON.Tools.Error("Error in STL, solid name != endsolid name");
- return false;
- }
- // 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 BABYLON.Mesh(meshName, scene);
- this.parseSolid(babylonMesh, matches[2]);
- meshes.push(babylonMesh);
- }
- return true;
- };
- STLFileLoader.prototype.load = function (scene, data, rootUrl) {
- var result = this.importMesh(null, scene, data, rootUrl, null, null, null);
- if (result) {
- scene.createDefaultCameraOrLight();
- }
- return result;
- };
- STLFileLoader.prototype.parseSolid = function (mesh, solidData) {
- 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(BABYLON.VertexBuffer.PositionKind, positions);
- mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
- mesh.setIndices(indices);
- mesh.computeWorldMatrix(true);
- };
- return STLFileLoader;
- }());
- BABYLON.STLFileLoader = STLFileLoader;
- BABYLON.SceneLoader.RegisterPlugin(new STLFileLoader());
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.stlFileLoader.js.map
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