text: const {
  	BufferAttribute,
  	BufferGeometry,
  	FileLoader,
  	Float32BufferAttribute,
  	Loader,
  	LoaderUtils,
  	Vector3
  } = require( "../../../build/three.node.js" );
  
  /**
   * 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:
   *  var 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 { .... }
   *  var 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:
   *
   * var mesh = new THREE.Mesh( geometry, material );
   *
   * For example:
   *
   *  var materials = [];
   *  var nGeometryGroups = geometry.groups.length;
   *
   *  var colorMap = ...; // Some logic to index colors.
   *
   *  for (var i = 0; i < nGeometryGroups; i++) {
   *
   *		var material = new THREE.MeshPhongMaterial({
   *			color: colorMap[i],
   *			wireframe: false
   *		});
   *
   *  }
   *
   *  materials.push(material);
   *  var mesh = new THREE.Mesh(geometry, materials);
   */
  
  
  var STLLoader = function ( manager ) {
  
  	Loader.call( this, manager );
  
  };
  
  STLLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  
  	constructor: STLLoader,
  
  	load: function ( url, onLoad, onProgress, onError ) {
  
  		var scope = this;
  
  		var loader = new 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: function ( data ) {
  
  		function isBinary( data ) {
  
  			var expect, face_size, n_faces, reader;
  			reader = new DataView( data );
  			face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
  			n_faces = reader.getUint32( 80, true );
  			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'
  
  			var solid = [ 115, 111, 108, 105, 100 ];
  
  			for ( var 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 ( var i = 0, il = query.length; i < il; i ++ ) {
  
  				if ( query[ i ] !== reader.getUint8( offset + i, false ) ) return false;
  
  			}
  
  			return true;
  
  		}
  
  		function parseBinary( data ) {
  
  			var reader = new DataView( data );
  			var faces = reader.getUint32( 80, true );
  
  			var r, g, b, hasColors = false, colors;
  			var defaultR, defaultG, defaultB, alpha;
  
  			// process STL header
  			// check for default color in header ("COLOR=rgba" sequence).
  
  			for ( var 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;
  
  				}
  
  			}
  
  			var dataOffset = 84;
  			var faceLength = 12 * 4 + 2;
  
  			var geometry = new BufferGeometry();
  
  			var vertices = new Float32Array( faces * 3 * 3 );
  			var normals = new Float32Array( faces * 3 * 3 );
  
  			for ( var face = 0; face < faces; face ++ ) {
  
  				var start = dataOffset + face * faceLength;
  				var normalX = reader.getFloat32( start, true );
  				var normalY = reader.getFloat32( start + 4, true );
  				var normalZ = reader.getFloat32( start + 8, true );
  
  				if ( hasColors ) {
  
  					var 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 ( var i = 1; i <= 3; i ++ ) {
  
  					var vertexstart = start + i * 12;
  					var 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 BufferAttribute( vertices, 3 ) );
  			geometry.setAttribute( 'normal', new BufferAttribute( normals, 3 ) );
  
  			if ( hasColors ) {
  
  				geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  				geometry.hasColors = true;
  				geometry.alpha = alpha;
  
  			}
  
  			return geometry;
  
  		}
  
  		function parseASCII( data ) {
  
  			var geometry = new BufferGeometry();
  			var patternSolid = /solid([\s\S]*?)endsolid/g;
  			var patternFace = /facet([\s\S]*?)endfacet/g;
  			var faceCounter = 0;
  
  			var patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
  			var patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
  			var patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
  
  			var vertices = [];
  			var normals = [];
  
  			var normal = new Vector3();
  
  			var result;
  
  			var groupCount = 0;
  			var startVertex = 0;
  			var endVertex = 0;
  
  			while ( ( result = patternSolid.exec( data ) ) !== null ) {
  
  				startVertex = endVertex;
  
  				var solid = result[ 0 ];
  
  				while ( ( result = patternFace.exec( solid ) ) !== null ) {
  
  					var vertexCountPerFace = 0;
  					var normalCountPerFace = 0;
  
  					var 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 ++;
  
  				}
  
  				var start = startVertex;
  				var count = endVertex - startVertex;
  
  				geometry.addGroup( start, count, groupCount );
  				groupCount ++;
  
  			}
  
  			geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  			geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  
  			return geometry;
  
  		}
  
  		function ensureString( buffer ) {
  
  			if ( typeof buffer !== 'string' ) {
  
  				return LoaderUtils.decodeText( new Uint8Array( buffer ) );
  
  			}
  
  			return buffer;
  
  		}
  
  		function ensureBinary( buffer ) {
  
  			if ( typeof buffer === 'string' ) {
  
  				var array_buffer = new Uint8Array( buffer.length );
  				for ( var 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
  
  		var binData = ensureBinary( data );
  
  		return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
  
  	}
  
  } );
  
  module.exports = { STLLoader };
  