mirror of
https://github.com/galaxyproject/galaxy.git
synced 2026-09-24 16:30:27 +08:00
based on conversations here: https://github.com/galaxyproject/galaxy/issues/1191#issuecomment-162553926
189 lines
7.9 KiB
JavaScript
Executable File
189 lines
7.9 KiB
JavaScript
Executable File
/**
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* Origin: https://github.com/mrdoob/three.js/blob/af21991fc7c4e1d35d6a93031707273d937af0f9/examples/js/loaders/VTKLoader.js
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*/
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THREE.VTKLoader = function ( manager ) {
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this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
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};
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THREE.VTKLoader.prototype = {
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constructor: THREE.VTKLoader,
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load: function ( url, onLoad, onProgress, onError ) {
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// Will we bump into trouble reading the whole file into memory?
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var scope = this;
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var loader = new THREE.XHRLoader( scope.manager );
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loader.setCrossOrigin( this.crossOrigin );
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loader.load( url, function ( text ) {
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onLoad( scope.parse( text ) );
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},
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onProgress, onError );
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},
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setCrossOrigin: function ( value ) {
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this.crossOrigin = value;
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},
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parse: function ( data ) {
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// connectivity of the triangles
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var indices = [];
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// triangles vertices
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var positions = [];
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// red, green, blue colors in the range 0 to 1
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var colors = [];
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// normal vector, one per vertex
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var normals = [];
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var result;
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// pattern for reading vertices, 3 floats or integers
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var pat3Floats = /(\-?\d+\.?[\d\-\+e]*)\s+(\-?\d+\.?[\d\-\+e]*)\s+(\-?\d+\.?[\d\-\+e]*)/g;
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// pattern for connectivity, an integer followed by any number of ints
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// the first integer is the number of polygon nodes
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var patConnectivity = /^(\d+)\s+([\s\d]*)/;
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// indicates start of vertex data section
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var patPOINTS = /^POINTS /;
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// indicates start of polygon connectivity section
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var patPOLYGONS = /^POLYGONS /;
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// POINT_DATA number_of_values
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var patPOINT_DATA = /^POINT_DATA[ ]+(\d+)/;
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// CELL_DATA number_of_polys
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var patCELL_DATA = /^CELL_DATA[ ]+(\d+)/;
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// Start of color section
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var patCOLOR_SCALARS = /^COLOR_SCALARS[ ]+(\w+)[ ]+3/;
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// NORMALS Normals float
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var patNORMALS = /^NORMALS[ ]+(\w+)[ ]+(\w+)/;
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var inPointsSection = false;
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var inPolygonsSection = false;
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var inPointDataSection = false;
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var inCellDataSection = false;
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var inColorSection = false;
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var inNormalsSection = false;
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var lines = data.split('\n');
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for ( var i in lines ) {
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var line = lines[ i ];
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if ( inPointsSection ) {
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// get the vertices
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while ( ( result = pat3Floats.exec( line ) ) !== null ) {
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var x = parseFloat( result[ 1 ] );
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var y = parseFloat( result[ 2 ] );
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var z = parseFloat( result[ 3 ] );
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positions.push( x, y, z );
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}
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} else if ( inPolygonsSection ) {
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if ( ( result = patConnectivity.exec( line ) ) !== null ) {
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// numVertices i0 i1 i2 ...
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var numVertices = parseInt( result[ 1 ] );
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var inds = result[ 2 ].split(/\s+/);
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if ( numVertices >= 3 ) {
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var i0 = parseInt( inds[ 0 ] );
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var i1, i2;
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var k = 1;
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// split the polygon in numVertices - 2 triangles
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for ( var j = 0; j < numVertices - 2; ++j ) {
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i1 = parseInt( inds[ k ] );
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i2 = parseInt( inds[ k + 1 ] );
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indices.push( i0, i1, i2 );
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k++;
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}
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}
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}
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} else if ( inPointDataSection || inCellDataSection ) {
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if ( inColorSection ) {
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// Get the colors
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while ( ( result = pat3Floats.exec( line ) ) !== null ) {
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var r = parseFloat( result[ 1 ] );
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var g = parseFloat( result[ 2 ] );
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var b = parseFloat( result[ 3 ] );
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colors.push( r, g, b );
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}
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} else if ( inNormalsSection ) {
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// Get the normal vectors
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while ( ( result = pat3Floats.exec( line ) ) !== null ) {
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var nx = parseFloat( result[ 1 ] );
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var ny = parseFloat( result[ 2 ] );
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var nz = parseFloat( result[ 3 ] );
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normals.push( nx, ny, nz );
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}
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}
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}
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if ( patPOLYGONS.exec( line ) !== null ) {
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inPolygonsSection = true;
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inPointsSection = false;
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} else if ( patPOINTS.exec( line ) !== null ) {
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inPolygonsSection = false;
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inPointsSection = true;
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} else if ( patPOINT_DATA.exec( line ) !== null ) {
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inPointDataSection = true;
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inPointsSection = false;
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inPolygonsSection = false;
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} else if ( patCELL_DATA.exec( line ) !== null ) {
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inCellDataSection = true;
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inPointsSection = false;
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inPolygonsSection = false;
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} else if ( patCOLOR_SCALARS.exec( line ) !== null ) {
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inColorSection = true;
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inNormalsSection = false;
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inPointsSection = false;
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inPolygonsSection = false;
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} else if ( patNORMALS.exec( line ) !== null ) {
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inNormalsSection = true;
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inColorSection = false;
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inPointsSection = false;
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inPolygonsSection = false;
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}
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}
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var geometry;
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var stagger = 'point';
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if ( colors.length == indices.length ) {
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stagger = 'cell';
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}
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if ( stagger == 'point' ) {
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// Nodal. Use BufferGeometry
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geometry = new THREE.BufferGeometry();
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geometry.addAttribute( 'index', new THREE.BufferAttribute( new ( indices.length > 65535 ? Uint32Array : Uint16Array )( indices ), 1 ) );
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geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( positions ), 3 ) );
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if ( colors.length == positions.length ) {
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geometry.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
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}
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if ( normals.length == positions.length ) {
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geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
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}
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} else {
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// Cell centered colors. The only way to attach a solid color to each triangle
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// is to use Geometry, which is less efficient than BufferGeometry
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geometry = new THREE.Geometry();
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var numTriangles = indices.length / 3;
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var numPoints = positions.length / 3;
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var va, vb, vc;
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var face;
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var ia, ib, ic;
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var x, y, z;
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var r, g, b;
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for ( var j = 0; j < numPoints; ++j ) {
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x = positions[ 3*j + 0 ];
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y = positions[ 3*j + 1 ];
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z = positions[ 3*j + 2 ];
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geometry.vertices.push( new THREE.Vector3( x, y, z ) );
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}
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for ( var i = 0; i < numTriangles; ++i ) {
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ia = indices[ 3*i + 0 ];
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ib = indices[ 3*i + 1 ];
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ic = indices[ 3*i + 2 ];
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geometry.faces.push( new THREE.Face3( ia, ib, ic ) );
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}
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if ( colors.length == numTriangles * 3 ) {
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for ( var i = 0; i < numTriangles; ++i ) {
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face = geometry.faces[i];
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r = colors[ 3*i + 0 ];
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g = colors[ 3*i + 1 ];
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b = colors[ 3*i + 2 ];
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face.color = new THREE.Color().setRGB( r, g, b );
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}
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}
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}
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return geometry;
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}
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};
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THREE.EventDispatcher.prototype.apply( THREE.VTKLoader.prototype );
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