所以我使用的是这个npm包:node-stl
它的工作很棒。然而,regexp语法,数学和几何计算对我来说有点混乱。特别是所有的同时。
基本上我想要实现的是扩展脚本来计算STL的边界框。
这是计算正在解析/读取的STL的音量和重量的主文件。
var fs = require('fs');
// Vertex
function Vertex (v1,v2,v3) {
this.v1 = Number(v1);
this.v2 = Number(v2);
this.v3 = Number(v3);
}
// Vertex Holder
function VertexHolder (vertex1,vertex2,vertex3) {
this.vert1 = vertex1;
this.vert2 = vertex2;
this.vert3 = vertex3;
}
// transforming a Node.js Buffer into a V8 array buffer
function _toArrayBuffer (buffer) {
var
ab = new ArrayBuffer(buffer.length),
view = new Uint8Array(ab);
for (var i = 0; i < buffer.length; ++i) {
view[i] = buffer[i];
}
return ab;
}
// calculation of the triangle volume
// source: http://stackoverflow.com/questions/6518404/how-do-i-calculate-the-volume-of-an-object-stored-in-stl-files
function _triangleVolume (vertexHolder) {
var
v321 = Number(vertexHolder.vert3.v1 * vertexHolder.vert2.v2 * vertexHolder.vert1.v3),
v231 = Number(vertexHolder.vert2.v1 * vertexHolder.vert3.v2 * vertexHolder.vert1.v3),
v312 = Number(vertexHolder.vert3.v1 * vertexHolder.vert1.v2 * vertexHolder.vert2.v3),
v132 = Number(vertexHolder.vert1.v1 * vertexHolder.vert3.v2 * vertexHolder.vert2.v3),
v213 = Number(vertexHolder.vert2.v1 * vertexHolder.vert1.v2 * vertexHolder.vert3.v3),
v123 = Number(vertexHolder.vert1.v1 * vertexHolder.vert2.v2 * vertexHolder.vert3.v3);
return Number(1.0/6.0)*(-v321 + v231 + v312 - v132 - v213 + v123);
}
// parsing an STL ASCII string
function _parseSTLString (stl) {
var totalVol = 0;
// yes, this is the regular expression, matching the vertexes
// it was kind of tricky but it is fast and does the job
var vertexes = stl.match(/facet\s+normal\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+outer\s+loop\s+vertex\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+vertex\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+vertex\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+endloop\s+endfacet/g);
vertexes.forEach(function (vert) {
var preVertexHolder = new VertexHolder();
vert.match(/vertex\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s/g).forEach(function (vertex, i) {
var tempVertex = vertex.replace('vertex', '').match(/[-+]?[0-9]*\.?[0-9]+/g);
var preVertex = new Vertex(tempVertex[0],tempVertex[1],tempVertex[2]);
preVertexHolder['vert'+(i+1)] = preVertex;
});
var partVolume = _triangleVolume(preVertexHolder);
totalVol += Number(partVolume);
})
var volumeTotal = Math.abs(totalVol)/1000;
return {
volume: volumeTotal, // cubic cm
weight: volumeTotal * 1.04 // gm
}
}
// parsing an STL Binary File
// (borrowed some code from here: https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/STLLoader.js)
function _parseSTLBinary (buf) {
buf = _toArrayBuffer(buf);
var
headerLength = 80,
dataOffset = 84,
faceLength = 12*4 + 2,
le = true; // is little-endian
var
dvTriangleCount = new DataView(buf, headerLength, 4),
numTriangles = dvTriangleCount.getUint32(0, le),
totalVol = 0;
for (var i = 0; i < numTriangles; i++) {
var
dv = new DataView(buf, dataOffset + i*faceLength, faceLength),
normal = new Vertex(dv.getFloat32(0, le), dv.getFloat32(4, le), dv.getFloat32(8, le)),
vertHolder = new VertexHolder();
for(var v = 3; v < 12; v+=3) {
var vert = new Vertex(dv.getFloat32(v*4, le), dv.getFloat32((v+1)*4, le), dv.getFloat32( (v+2)*4, le ) );
vertHolder['vert'+(v/3)] = vert;
}
totalVol += _triangleVolume(vertHolder);
}
var volumeTotal = Math.abs(totalVol)/1000;
return {
volume: volumeTotal, // cubic cm
weight: volumeTotal * 1.04 // gm
}
}
// NodeStl
// =======
// > var stl = NodeStl(__dirname + '/myCool.stl');
// > console.log(stl.volume + 'cm^3');
// > console.log(stl.weight + 'gm');
function NodeStl (stlPath) {
var
buf = fs.readFileSync(stlPath),
isAscii = true;
for (var i=0, len=buf.length; i<len; i++) {
if (buf[i] > 127) { isAscii=false; break; }
}
if (isAscii)
return _parseSTLString(buf.toString());
else
return _parseSTLBinary(buf);
}
module.exports = NodeStl;
如果有人能帮助我,那就太好了。我知道,感觉很简单。我只需要知道不同方向(x,y,z)的最大/最小值,然后可以计算边界框。
但我不明白x,y和z的最大/最小值是多少。如果您有任何想法,请回答。
答案 0 :(得分:1)
我已经建立了一个新分支https://github.com/johannesboyne/node-stl/tree/boundingbox,请您验证所应用的算法是否有效吗?
最佳, 约翰内斯
编辑:如果分支稳定 - &gt;工作我会把它推到v.0.1.0(不知道为什么它仍然是0.0.1)