整理文件夹及架构,加入打印机页面,octo反代有问题

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2026-04-14 00:11:00 +08:00
parent 1de35f21d7
commit 570af7c225
54 changed files with 939 additions and 292 deletions

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Notice regarding the JavaScript libraries included in this directory:
This project as a whole is licensed under the GNU General Public License v3.0 (GPLv3).
However, the included JavaScript dependencies are distributed under their own permissive licenses (which are fully compatible with GPLv3).
1. Bootstrap (bootstrap.bundle.min.js)
- Copyright (c) 2011-2023 The Bootstrap Authors
- Licensed under the MIT License
- https://github.com/twbs/bootstrap/blob/main/LICENSE
2. Three.js (three.min.js, OrbitControls.js, STLLoader.js)
- Copyright © 2010-2023 three.js authors
- Licensed under the MIT License
- https://github.com/mrdoob/three.js/blob/dev/LICENSE

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app/assets/js/STLLoader.js Normal file
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( function () {
/**
* Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs.
*
* Supports both binary and ASCII encoded files, with automatic detection of type.
*
* The loader returns a non-indexed buffer geometry.
*
* Limitations:
* Binary decoding supports "Magics" color format (http://en.wikipedia.org/wiki/STL_(file_format)#Color_in_binary_STL).
* There is perhaps some question as to how valid it is to always assume little-endian-ness.
* ASCII decoding assumes file is UTF-8.
*
* Usage:
* const loader = new STLLoader();
* loader.load( './models/stl/slotted_disk.stl', function ( geometry ) {
* scene.add( new THREE.Mesh( geometry ) );
* });
*
* For binary STLs geometry might contain colors for vertices. To use it:
* // use the same code to load STL as above
* if (geometry.hasColors) {
* material = new THREE.MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: true });
* } else { .... }
* const mesh = new THREE.Mesh( geometry, material );
*
* For ASCII STLs containing multiple solids, each solid is assigned to a different group.
* Groups can be used to assign a different color by defining an array of materials with the same length of
* geometry.groups and passing it to the Mesh constructor:
*
* const mesh = new THREE.Mesh( geometry, material );
*
* For example:
*
* const materials = [];
* const nGeometryGroups = geometry.groups.length;
*
* const colorMap = ...; // Some logic to index colors.
*
* for (let i = 0; i < nGeometryGroups; i++) {
*
* const material = new THREE.MeshPhongMaterial({
* color: colorMap[i],
* wireframe: false
* });
*
* }
*
* materials.push(material);
* const mesh = new THREE.Mesh(geometry, materials);
*/
class STLLoader extends THREE.Loader {
constructor( manager ) {
super( manager );
}
load( url, onLoad, onProgress, onError ) {
const scope = this;
const loader = new THREE.FileLoader( this.manager );
loader.setPath( this.path );
loader.setResponseType( 'arraybuffer' );
loader.setRequestHeader( this.requestHeader );
loader.setWithCredentials( this.withCredentials );
loader.load( url, function ( text ) {
try {
onLoad( scope.parse( text ) );
} catch ( e ) {
if ( onError ) {
onError( e );
} else {
console.error( e );
}
scope.manager.itemError( url );
}
}, onProgress, onError );
}
parse( data ) {
function isBinary( data ) {
const reader = new DataView( data );
const face_size = 32 / 8 * 3 + 32 / 8 * 3 * 3 + 16 / 8;
const n_faces = reader.getUint32( 80, true );
const expect = 80 + 32 / 8 + n_faces * face_size;
if ( expect === reader.byteLength ) {
return true;
} // An ASCII STL data must begin with 'solid ' as the first six bytes.
// However, ASCII STLs lacking the SPACE after the 'd' are known to be
// plentiful. So, check the first 5 bytes for 'solid'.
// Several encodings, such as UTF-8, precede the text with up to 5 bytes:
// https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding
// Search for "solid" to start anywhere after those prefixes.
// US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
const solid = [ 115, 111, 108, 105, 100 ];
for ( let off = 0; off < 5; off ++ ) {
// If "solid" text is matched to the current offset, declare it to be an ASCII STL.
if ( matchDataViewAt( solid, reader, off ) ) return false;
} // Couldn't find "solid" text at the beginning; it is binary STL.
return true;
}
function matchDataViewAt( query, reader, offset ) {
// Check if each byte in query matches the corresponding byte from the current offset
for ( let i = 0, il = query.length; i < il; i ++ ) {
if ( query[ i ] !== reader.getUint8( offset + i, false ) ) return false;
}
return true;
}
function parseBinary( data ) {
const reader = new DataView( data );
const faces = reader.getUint32( 80, true );
let r,
g,
b,
hasColors = false,
colors;
let defaultR, defaultG, defaultB, alpha; // process STL header
// check for default color in header ("COLOR=rgba" sequence).
for ( let index = 0; index < 80 - 10; index ++ ) {
if ( reader.getUint32( index, false ) == 0x434F4C4F
/*COLO*/
&& reader.getUint8( index + 4 ) == 0x52
/*'R'*/
&& reader.getUint8( index + 5 ) == 0x3D
/*'='*/
) {
hasColors = true;
colors = new Float32Array( faces * 3 * 3 );
defaultR = reader.getUint8( index + 6 ) / 255;
defaultG = reader.getUint8( index + 7 ) / 255;
defaultB = reader.getUint8( index + 8 ) / 255;
alpha = reader.getUint8( index + 9 ) / 255;
}
}
const dataOffset = 84;
const faceLength = 12 * 4 + 2;
const geometry = new THREE.BufferGeometry();
const vertices = new Float32Array( faces * 3 * 3 );
const normals = new Float32Array( faces * 3 * 3 );
for ( let face = 0; face < faces; face ++ ) {
const start = dataOffset + face * faceLength;
const normalX = reader.getFloat32( start, true );
const normalY = reader.getFloat32( start + 4, true );
const normalZ = reader.getFloat32( start + 8, true );
if ( hasColors ) {
const packedColor = reader.getUint16( start + 48, true );
if ( ( packedColor & 0x8000 ) === 0 ) {
// facet has its own unique color
r = ( packedColor & 0x1F ) / 31;
g = ( packedColor >> 5 & 0x1F ) / 31;
b = ( packedColor >> 10 & 0x1F ) / 31;
} else {
r = defaultR;
g = defaultG;
b = defaultB;
}
}
for ( let i = 1; i <= 3; i ++ ) {
const vertexstart = start + i * 12;
const componentIdx = face * 3 * 3 + ( i - 1 ) * 3;
vertices[ componentIdx ] = reader.getFloat32( vertexstart, true );
vertices[ componentIdx + 1 ] = reader.getFloat32( vertexstart + 4, true );
vertices[ componentIdx + 2 ] = reader.getFloat32( vertexstart + 8, true );
normals[ componentIdx ] = normalX;
normals[ componentIdx + 1 ] = normalY;
normals[ componentIdx + 2 ] = normalZ;
if ( hasColors ) {
colors[ componentIdx ] = r;
colors[ componentIdx + 1 ] = g;
colors[ componentIdx + 2 ] = b;
}
}
}
geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
if ( hasColors ) {
geometry.setAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
geometry.hasColors = true;
geometry.alpha = alpha;
}
return geometry;
}
function parseASCII( data ) {
const geometry = new THREE.BufferGeometry();
const patternSolid = /solid([\s\S]*?)endsolid/g;
const patternFace = /facet([\s\S]*?)endfacet/g;
let faceCounter = 0;
const patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
const patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
const patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
const vertices = [];
const normals = [];
const normal = new THREE.Vector3();
let result;
let groupCount = 0;
let startVertex = 0;
let endVertex = 0;
while ( ( result = patternSolid.exec( data ) ) !== null ) {
startVertex = endVertex;
const solid = result[ 0 ];
while ( ( result = patternFace.exec( solid ) ) !== null ) {
let vertexCountPerFace = 0;
let normalCountPerFace = 0;
const text = result[ 0 ];
while ( ( result = patternNormal.exec( text ) ) !== null ) {
normal.x = parseFloat( result[ 1 ] );
normal.y = parseFloat( result[ 2 ] );
normal.z = parseFloat( result[ 3 ] );
normalCountPerFace ++;
}
while ( ( result = patternVertex.exec( text ) ) !== null ) {
vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
normals.push( normal.x, normal.y, normal.z );
vertexCountPerFace ++;
endVertex ++;
} // every face have to own ONE valid normal
if ( normalCountPerFace !== 1 ) {
console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter );
} // each face have to own THREE valid vertices
if ( vertexCountPerFace !== 3 ) {
console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter );
}
faceCounter ++;
}
const start = startVertex;
const count = endVertex - startVertex;
geometry.addGroup( start, count, groupCount );
groupCount ++;
}
geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
return geometry;
}
function ensureString( buffer ) {
if ( typeof buffer !== 'string' ) {
return THREE.LoaderUtils.decodeText( new Uint8Array( buffer ) );
}
return buffer;
}
function ensureBinary( buffer ) {
if ( typeof buffer === 'string' ) {
const array_buffer = new Uint8Array( buffer.length );
for ( let i = 0; i < buffer.length; i ++ ) {
array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
}
return array_buffer.buffer || array_buffer;
} else {
return buffer;
}
} // start
const binData = ensureBinary( data );
return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
}
}
THREE.STLLoader = STLLoader;
} )();

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( function () {
/**
* Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs.
*
* Supports both binary and ASCII encoded files, with automatic detection of type.
*
* The loader returns a non-indexed buffer geometry.
*
* Limitations:
* Binary decoding supports "Magics" color format (http://en.wikipedia.org/wiki/STL_(file_format)#Color_in_binary_STL).
* There is perhaps some question as to how valid it is to always assume little-endian-ness.
* ASCII decoding assumes file is UTF-8.
*
* Usage:
* const loader = new STLLoader();
* loader.load( './models/stl/slotted_disk.stl', function ( geometry ) {
* scene.add( new THREE.Mesh( geometry ) );
* });
*
* For binary STLs geometry might contain colors for vertices. To use it:
* // use the same code to load STL as above
* if (geometry.hasColors) {
* material = new THREE.MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: true });
* } else { .... }
* const mesh = new THREE.Mesh( geometry, material );
*
* For ASCII STLs containing multiple solids, each solid is assigned to a different group.
* Groups can be used to assign a different color by defining an array of materials with the same length of
* geometry.groups and passing it to the Mesh constructor:
*
* const mesh = new THREE.Mesh( geometry, material );
*
* For example:
*
* const materials = [];
* const nGeometryGroups = geometry.groups.length;
*
* const colorMap = ...; // Some logic to index colors.
*
* for (let i = 0; i < nGeometryGroups; i++) {
*
* const material = new THREE.MeshPhongMaterial({
* color: colorMap[i],
* wireframe: false
* });
*
* }
*
* materials.push(material);
* const mesh = new THREE.Mesh(geometry, materials);
*/
class STLLoader extends THREE.Loader {
constructor( manager ) {
super( manager );
}
load( url, onLoad, onProgress, onError ) {
const scope = this;
const loader = new THREE.FileLoader( this.manager );
loader.setPath( this.path );
loader.setResponseType( 'arraybuffer' );
loader.setRequestHeader( this.requestHeader );
loader.setWithCredentials( this.withCredentials );
loader.load( url, function ( text ) {
try {
onLoad( scope.parse( text ) );
} catch ( e ) {
if ( onError ) {
onError( e );
} else {
console.error( e );
}
scope.manager.itemError( url );
}
}, onProgress, onError );
}
parse( data ) {
function isBinary( data ) {
const reader = new DataView( data );
const face_size = 32 / 8 * 3 + 32 / 8 * 3 * 3 + 16 / 8;
const n_faces = reader.getUint32( 80, true );
const expect = 80 + 32 / 8 + n_faces * face_size;
if ( expect === reader.byteLength ) {
return true;
} // An ASCII STL data must begin with 'solid ' as the first six bytes.
// However, ASCII STLs lacking the SPACE after the 'd' are known to be
// plentiful. So, check the first 5 bytes for 'solid'.
// Several encodings, such as UTF-8, precede the text with up to 5 bytes:
// https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding
// Search for "solid" to start anywhere after those prefixes.
// US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
const solid = [ 115, 111, 108, 105, 100 ];
for ( let off = 0; off < 5; off ++ ) {
// If "solid" text is matched to the current offset, declare it to be an ASCII STL.
if ( matchDataViewAt( solid, reader, off ) ) return false;
} // Couldn't find "solid" text at the beginning; it is binary STL.
return true;
}
function matchDataViewAt( query, reader, offset ) {
// Check if each byte in query matches the corresponding byte from the current offset
for ( let i = 0, il = query.length; i < il; i ++ ) {
if ( query[ i ] !== reader.getUint8( offset + i, false ) ) return false;
}
return true;
}
function parseBinary( data ) {
const reader = new DataView( data );
const faces = reader.getUint32( 80, true );
let r,
g,
b,
hasColors = false,
colors;
let defaultR, defaultG, defaultB, alpha; // process STL header
// check for default color in header ("COLOR=rgba" sequence).
for ( let index = 0; index < 80 - 10; index ++ ) {
if ( reader.getUint32( index, false ) == 0x434F4C4F
/*COLO*/
&& reader.getUint8( index + 4 ) == 0x52
/*'R'*/
&& reader.getUint8( index + 5 ) == 0x3D
/*'='*/
) {
hasColors = true;
colors = new Float32Array( faces * 3 * 3 );
defaultR = reader.getUint8( index + 6 ) / 255;
defaultG = reader.getUint8( index + 7 ) / 255;
defaultB = reader.getUint8( index + 8 ) / 255;
alpha = reader.getUint8( index + 9 ) / 255;
}
}
const dataOffset = 84;
const faceLength = 12 * 4 + 2;
const geometry = new THREE.BufferGeometry();
const vertices = new Float32Array( faces * 3 * 3 );
const normals = new Float32Array( faces * 3 * 3 );
for ( let face = 0; face < faces; face ++ ) {
const start = dataOffset + face * faceLength;
const normalX = reader.getFloat32( start, true );
const normalY = reader.getFloat32( start + 4, true );
const normalZ = reader.getFloat32( start + 8, true );
if ( hasColors ) {
const packedColor = reader.getUint16( start + 48, true );
if ( ( packedColor & 0x8000 ) === 0 ) {
// facet has its own unique color
r = ( packedColor & 0x1F ) / 31;
g = ( packedColor >> 5 & 0x1F ) / 31;
b = ( packedColor >> 10 & 0x1F ) / 31;
} else {
r = defaultR;
g = defaultG;
b = defaultB;
}
}
for ( let i = 1; i <= 3; i ++ ) {
const vertexstart = start + i * 12;
const componentIdx = face * 3 * 3 + ( i - 1 ) * 3;
vertices[ componentIdx ] = reader.getFloat32( vertexstart, true );
vertices[ componentIdx + 1 ] = reader.getFloat32( vertexstart + 4, true );
vertices[ componentIdx + 2 ] = reader.getFloat32( vertexstart + 8, true );
normals[ componentIdx ] = normalX;
normals[ componentIdx + 1 ] = normalY;
normals[ componentIdx + 2 ] = normalZ;
if ( hasColors ) {
colors[ componentIdx ] = r;
colors[ componentIdx + 1 ] = g;
colors[ componentIdx + 2 ] = b;
}
}
}
geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
if ( hasColors ) {
geometry.setAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
geometry.hasColors = true;
geometry.alpha = alpha;
}
return geometry;
}
function parseASCII( data ) {
const geometry = new THREE.BufferGeometry();
const patternSolid = /solid([\s\S]*?)endsolid/g;
const patternFace = /facet([\s\S]*?)endfacet/g;
let faceCounter = 0;
const patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
const patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
const patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
const vertices = [];
const normals = [];
const normal = new THREE.Vector3();
let result;
let groupCount = 0;
let startVertex = 0;
let endVertex = 0;
while ( ( result = patternSolid.exec( data ) ) !== null ) {
startVertex = endVertex;
const solid = result[ 0 ];
while ( ( result = patternFace.exec( solid ) ) !== null ) {
let vertexCountPerFace = 0;
let normalCountPerFace = 0;
const text = result[ 0 ];
while ( ( result = patternNormal.exec( text ) ) !== null ) {
normal.x = parseFloat( result[ 1 ] );
normal.y = parseFloat( result[ 2 ] );
normal.z = parseFloat( result[ 3 ] );
normalCountPerFace ++;
}
while ( ( result = patternVertex.exec( text ) ) !== null ) {
vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
normals.push( normal.x, normal.y, normal.z );
vertexCountPerFace ++;
endVertex ++;
} // every face have to own ONE valid normal
if ( normalCountPerFace !== 1 ) {
console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter );
} // each face have to own THREE valid vertices
if ( vertexCountPerFace !== 3 ) {
console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter );
}
faceCounter ++;
}
const start = startVertex;
const count = endVertex - startVertex;
geometry.addGroup( start, count, groupCount );
groupCount ++;
}
geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
return geometry;
}
function ensureString( buffer ) {
if ( typeof buffer !== 'string' ) {
return THREE.LoaderUtils.decodeText( new Uint8Array( buffer ) );
}
return buffer;
}
function ensureBinary( buffer ) {
if ( typeof buffer === 'string' ) {
const array_buffer = new Uint8Array( buffer.length );
for ( let i = 0; i < buffer.length; i ++ ) {
array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
}
return array_buffer.buffer || array_buffer;
} else {
return buffer;
}
} // start
const binData = ensureBinary( data );
return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
}
}
THREE.STLLoader = STLLoader;
} )();

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