Files
galaxy/config/plugins/visualizations/csg/static/VTKLoader.js
T

189 lines
7.9 KiB
JavaScript
Executable File

/**
* Origin: https://github.com/mrdoob/three.js/blob/af21991fc7c4e1d35d6a93031707273d937af0f9/examples/js/loaders/VTKLoader.js
*/
THREE.VTKLoader = function ( manager ) {
this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
};
THREE.VTKLoader.prototype = {
constructor: THREE.VTKLoader,
load: function ( url, onLoad, onProgress, onError ) {
// Will we bump into trouble reading the whole file into memory?
var scope = this;
var loader = new THREE.XHRLoader( scope.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.load( url, function ( text ) {
onLoad( scope.parse( text ) );
},
onProgress, onError );
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
},
parse: function ( data ) {
// connectivity of the triangles
var indices = [];
// triangles vertices
var positions = [];
// red, green, blue colors in the range 0 to 1
var colors = [];
// normal vector, one per vertex
var normals = [];
var result;
// pattern for reading vertices, 3 floats or integers
var pat3Floats = /(\-?\d+\.?[\d\-\+e]*)\s+(\-?\d+\.?[\d\-\+e]*)\s+(\-?\d+\.?[\d\-\+e]*)/g;
// pattern for connectivity, an integer followed by any number of ints
// the first integer is the number of polygon nodes
var patConnectivity = /^(\d+)\s+([\s\d]*)/;
// indicates start of vertex data section
var patPOINTS = /^POINTS /;
// indicates start of polygon connectivity section
var patPOLYGONS = /^POLYGONS /;
// POINT_DATA number_of_values
var patPOINT_DATA = /^POINT_DATA[ ]+(\d+)/;
// CELL_DATA number_of_polys
var patCELL_DATA = /^CELL_DATA[ ]+(\d+)/;
// Start of color section
var patCOLOR_SCALARS = /^COLOR_SCALARS[ ]+(\w+)[ ]+3/;
// NORMALS Normals float
var patNORMALS = /^NORMALS[ ]+(\w+)[ ]+(\w+)/;
var inPointsSection = false;
var inPolygonsSection = false;
var inPointDataSection = false;
var inCellDataSection = false;
var inColorSection = false;
var inNormalsSection = false;
var lines = data.split('\n');
for ( var i in lines ) {
var line = lines[ i ];
if ( inPointsSection ) {
// get the vertices
while ( ( result = pat3Floats.exec( line ) ) !== null ) {
var x = parseFloat( result[ 1 ] );
var y = parseFloat( result[ 2 ] );
var z = parseFloat( result[ 3 ] );
positions.push( x, y, z );
}
} else if ( inPolygonsSection ) {
if ( ( result = patConnectivity.exec( line ) ) !== null ) {
// numVertices i0 i1 i2 ...
var numVertices = parseInt( result[ 1 ] );
var inds = result[ 2 ].split(/\s+/);
if ( numVertices >= 3 ) {
var i0 = parseInt( inds[ 0 ] );
var i1, i2;
var k = 1;
// split the polygon in numVertices - 2 triangles
for ( var j = 0; j < numVertices - 2; ++j ) {
i1 = parseInt( inds[ k ] );
i2 = parseInt( inds[ k + 1 ] );
indices.push( i0, i1, i2 );
k++;
}
}
}
} else if ( inPointDataSection || inCellDataSection ) {
if ( inColorSection ) {
// Get the colors
while ( ( result = pat3Floats.exec( line ) ) !== null ) {
var r = parseFloat( result[ 1 ] );
var g = parseFloat( result[ 2 ] );
var b = parseFloat( result[ 3 ] );
colors.push( r, g, b );
}
} else if ( inNormalsSection ) {
// Get the normal vectors
while ( ( result = pat3Floats.exec( line ) ) !== null ) {
var nx = parseFloat( result[ 1 ] );
var ny = parseFloat( result[ 2 ] );
var nz = parseFloat( result[ 3 ] );
normals.push( nx, ny, nz );
}
}
}
if ( patPOLYGONS.exec( line ) !== null ) {
inPolygonsSection = true;
inPointsSection = false;
} else if ( patPOINTS.exec( line ) !== null ) {
inPolygonsSection = false;
inPointsSection = true;
} else if ( patPOINT_DATA.exec( line ) !== null ) {
inPointDataSection = true;
inPointsSection = false;
inPolygonsSection = false;
} else if ( patCELL_DATA.exec( line ) !== null ) {
inCellDataSection = true;
inPointsSection = false;
inPolygonsSection = false;
} else if ( patCOLOR_SCALARS.exec( line ) !== null ) {
inColorSection = true;
inNormalsSection = false;
inPointsSection = false;
inPolygonsSection = false;
} else if ( patNORMALS.exec( line ) !== null ) {
inNormalsSection = true;
inColorSection = false;
inPointsSection = false;
inPolygonsSection = false;
}
}
var geometry;
var stagger = 'point';
if ( colors.length == indices.length ) {
stagger = 'cell';
}
if ( stagger == 'point' ) {
// Nodal. Use BufferGeometry
geometry = new THREE.BufferGeometry();
geometry.addAttribute( 'index', new THREE.BufferAttribute( new ( indices.length > 65535 ? Uint32Array : Uint16Array )( indices ), 1 ) );
geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( positions ), 3 ) );
if ( colors.length == positions.length ) {
geometry.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
}
if ( normals.length == positions.length ) {
geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
}
} else {
// Cell centered colors. The only way to attach a solid color to each triangle
// is to use Geometry, which is less efficient than BufferGeometry
geometry = new THREE.Geometry();
var numTriangles = indices.length / 3;
var numPoints = positions.length / 3;
var va, vb, vc;
var face;
var ia, ib, ic;
var x, y, z;
var r, g, b;
for ( var j = 0; j < numPoints; ++j ) {
x = positions[ 3*j + 0 ];
y = positions[ 3*j + 1 ];
z = positions[ 3*j + 2 ];
geometry.vertices.push( new THREE.Vector3( x, y, z ) );
}
for ( var i = 0; i < numTriangles; ++i ) {
ia = indices[ 3*i + 0 ];
ib = indices[ 3*i + 1 ];
ic = indices[ 3*i + 2 ];
geometry.faces.push( new THREE.Face3( ia, ib, ic ) );
}
if ( colors.length == numTriangles * 3 ) {
for ( var i = 0; i < numTriangles; ++i ) {
face = geometry.faces[i];
r = colors[ 3*i + 0 ];
g = colors[ 3*i + 1 ];
b = colors[ 3*i + 2 ];
face.color = new THREE.Color().setRGB( r, g, b );
}
}
}
return geometry;
}
};
THREE.EventDispatcher.prototype.apply( THREE.VTKLoader.prototype );