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xeokit-viewer

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BIM viewer built on xeokit and Bootstrap

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import {Node} from "../../viewer/scene/nodes/Node.js"; import {Plugin} from "../../viewer/Plugin.js"; import {STLLoader} from "./STLLoader.js"; import {utils} from "../../viewer/scene/utils.js"; /** * {@link Viewer} plugin that loads models from <a href="https://en.wikipedia.org/wiki/STL_(file_format)">STL</a> files. * * ## Overview * * * Creates an {@link Entity} representing each model it loads, which will have {@link Entity#isModel} set ````true```` and will be registered by {@link Entity#id} in {@link Scene#models}. * * Creates an {@link Entity} for each object within the model, which will have {@link Entity#isObject} set ````true```` and will be registered by {@link Entity#id} in {@link Scene#objects}. * * When loading, can set the World-space position, scale and rotation of each model within World space, along with initial properties for all the model's {@link Entity}s. * * Supports both binary and ASCII formats. * * ## Smoothing STL Normals * * STL models are normally flat-shaded, however providing a ````smoothNormals```` parameter when loading gives a smooth * appearance. Triangles in STL are disjoint, where each triangle has its own separate vertex positions, normals and * (optionally) colors. This means that you can have gaps between triangles in an STL model. Normals for each triangle * are perpendicular to the triangle's surface, which gives the model a faceted appearance by default. * * The ```smoothNormals``` parameter causes the plugin to recalculate the STL normals, so that each normal's direction is * the average of the orientations of the triangles adjacent to its vertex. When smoothing, each vertex normal is set to * the average of the orientations of all other triangles that have a vertex at the same position, excluding those triangles * whose direction deviates from the direction of the vertice's triangle by a threshold given in * the ````smoothNormalsAngleThreshold```` loading parameter. This makes smoothing robust for hard edges. * * ## Creating Entities for Objects * * An STL model is normally a single mesh, however providing a ````splitMeshes```` parameter when loading * will create a separate object {@link Entity} for each group of faces that share the same vertex colors. This option * only works with binary STL files. * * See the {@link STLLoaderPlugin#load} method for more info on loading options. * * ## Usage * * In the example below, we'll use an STLLoaderPlugin to load an STL model of a spur gear. When the model has loaded, * we'll use the {@link CameraFlightAnimation} to fly the {@link Camera} to look at boundary of the model. We'll * then get the model's {@link Entity} from the {@link Scene} and highlight the whole model. * * * [[Run this example](https://xeokit.github.io/xeokit-sdk/examples/#loading_STL_SpurGear)] * * ````javascript * // Create a xeokit Viewer * const viewer = new Viewer({ * canvasId: "myCanvas" * }); * * // Add an STLLoaderPlugin to the Viewer * var plugin = new STLLoaderPlugin(viewer, { * id: "STLModels" // Default value * }); * * // We can also get the plugin by its ID on the Viewer * plugin = viewer.plugins.STLModels; * * // Load the STL model * var model = plugin.load({ // Model is an Entity * id: "myModel", * src: "./models/stl/binary/spurGear.stl", * scale: [0.1, 0.1, 0.1], * rotate: [90, 0, 0], * translate: [100,0,0], * edges: true, * smoothNormals: true, // Default * smoothNormalsAngleThreshold: 20, // Default * splitMeshes: true // Default * }); * * // When the model has loaded, fit it to view * model.on("loaded", function() { // Model is an Entity * viewer.cameraFlight.flyTo(model); * }); * * // Find the model Entity by ID * model = viewer.scene.models["myModel"]; * * // Update properties of the model Entity * model.highlight = [1,0,0]; * * // Destroy the model Entity * model.destroy(); * ```` * * @class STLLoaderPlugin */ class STLLoaderPlugin extends Plugin { /** * @constructor * * @param {Viewer} viewer The Viewer. * @param {Object} cfg Plugin configuration. * @param {String} [cfg.id="GLTFLoader"] Optional ID for this plugin, so that we can find it within {@link Viewer#plugins}. */ constructor(viewer, cfg) { super("STLLoader", viewer, cfg); /** * @private */ this._loader = new STLLoader(this, cfg); } /** * Loads an STL model from a file into this STLLoaderPlugin's {@link Viewer}. * * @param {*} params Loading parameters. * @param {String} params.id ID to assign to the model's root {@link Entity}, unique among all components in the Viewer's {@link Scene}. * @param {String} params.src Path to an STL file. * @param {Boolean} [params.edges=false] Whether or not xeogl renders the model with edges emphasized. * @param {Number[]} [params.position=[0,0,0]] The model World-space 3D position. * @param {Number[]} [params.scale=[1,1,1]] The model's World-space scale. * @param {Number[]} [params.rotation=[0,0,0]] The model's World-space rotation, as Euler angles given in degrees, for each of the X, Y and Z axis. * @param {Number[]} [params.matrix=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]] The model's world transform matrix. Overrides the position, scale and rotation parameters. * @param {Boolean} [params.backfaces=false] When true, allows visible backfaces, wherever specified in the STL. When false, ignores backfaces. * @param {Boolean} [params.smoothNormals=true] When true, automatically converts face-oriented normals to vertex normals for a smooth appearance. * @param {Number} [params.smoothNormalsAngleThreshold=20] When xraying, highlighting, selecting or edging, this is the threshold angle between normals of adjacent triangles, below which their shared wireframe edge is not drawn. * @param {Number} [params.edgeThreshold=20] When xraying, highlighting, selecting or edging, this is the threshold angle between normals of adjacent triangles, below which their shared wireframe edge is not drawn. * @param {Boolean} [params.splitMeshes=true] When true, creates a separate {@link Mesh} for each group of faces that share the same vertex colors. Only works with binary STL. * @returns {Entity} Entity representing the model, which will have {@link Entity#isModel} set ````true```` and will be registered by {@link Entity#id} in {@link Scene#models} */ load(params) { if (params.id && this.viewer.scene.components[params.id]) { this.error("Component with this ID already exists in viewer: " + params.id + " - will autogenerate this ID"); delete params.id; } var modelNode = new Node(this.viewer.scene, utils.apply(params, { isModel: true })); const src = params.src; if (!src) { this.error("load() param expected: src"); return modelNode; } this._loader.load(this, modelNode, src, params); return modelNode; } } export {STLLoaderPlugin}