STLLoader.js 8.5 KB

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  1. /**
  2. * @author aleeper / http://adamleeper.com/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author gero3 / https://github.com/gero3
  5. * @author Mugen87 / https://github.com/Mugen87
  6. * @author neverhood311 / https://github.com/neverhood311
  7. *
  8. * Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs.
  9. *
  10. * Supports both binary and ASCII encoded files, with automatic detection of type.
  11. *
  12. * The loader returns a non-indexed buffer geometry.
  13. *
  14. * Limitations:
  15. * Binary decoding supports "Magics" color format (http://en.wikipedia.org/wiki/STL_(file_format)#Color_in_binary_STL).
  16. * There is perhaps some question as to how valid it is to always assume little-endian-ness.
  17. * ASCII decoding assumes file is UTF-8.
  18. *
  19. * Usage:
  20. * var loader = new THREE.STLLoader();
  21. * loader.load( './models/stl/slotted_disk.stl', function ( geometry ) {
  22. * scene.add( new THREE.Mesh( geometry ) );
  23. * });
  24. *
  25. * For binary STLs geometry might contain colors for vertices. To use it:
  26. * // use the same code to load STL as above
  27. * if (geometry.hasColors) {
  28. * material = new THREE.MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: THREE.VertexColors });
  29. * } else { .... }
  30. * var mesh = new THREE.Mesh( geometry, material );
  31. */
  32. THREE.STLLoader = function ( manager ) {
  33. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  34. };
  35. THREE.STLLoader.prototype = {
  36. constructor: THREE.STLLoader,
  37. load: function ( url, onLoad, onProgress, onError ) {
  38. var scope = this;
  39. var loader = new THREE.FileLoader( scope.manager );
  40. loader.setPath( scope.path );
  41. loader.setResponseType( 'arraybuffer' );
  42. loader.load( url, function ( text ) {
  43. try {
  44. onLoad( scope.parse( text ) );
  45. } catch ( exception ) {
  46. if ( onError ) {
  47. onError( exception );
  48. }
  49. }
  50. }, onProgress, onError );
  51. },
  52. setPath: function ( value ) {
  53. this.path = value;
  54. return this;
  55. },
  56. parse: function ( data ) {
  57. function isBinary( data ) {
  58. var expect, face_size, n_faces, reader;
  59. reader = new DataView( data );
  60. face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
  61. n_faces = reader.getUint32( 80, true );
  62. expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );
  63. if ( expect === reader.byteLength ) {
  64. return true;
  65. }
  66. // An ASCII STL data must begin with 'solid ' as the first six bytes.
  67. // However, ASCII STLs lacking the SPACE after the 'd' are known to be
  68. // plentiful. So, check the first 5 bytes for 'solid'.
  69. // Several encodings, such as UTF-8, precede the text with up to 5 bytes:
  70. // https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding
  71. // Search for "solid" to start anywhere after those prefixes.
  72. // US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
  73. var solid = [ 115, 111, 108, 105, 100 ];
  74. for ( var off = 0; off < 5; off ++ ) {
  75. // If "solid" text is matched to the current offset, declare it to be an ASCII STL.
  76. if ( matchDataViewAt ( solid, reader, off ) ) return false;
  77. }
  78. // Couldn't find "solid" text at the beginning; it is binary STL.
  79. return true;
  80. }
  81. function matchDataViewAt( query, reader, offset ) {
  82. // Check if each byte in query matches the corresponding byte from the current offset
  83. for ( var i = 0, il = query.length; i < il; i ++ ) {
  84. if ( query[ i ] !== reader.getUint8( offset + i, false ) ) return false;
  85. }
  86. return true;
  87. }
  88. function parseBinary( data ) {
  89. var reader = new DataView( data );
  90. var faces = reader.getUint32( 80, true );
  91. var r, g, b, hasColors = false, colors;
  92. var defaultR, defaultG, defaultB, alpha;
  93. // process STL header
  94. // check for default color in header ("COLOR=rgba" sequence).
  95. for ( var index = 0; index < 80 - 10; index ++ ) {
  96. if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&
  97. ( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&
  98. ( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {
  99. hasColors = true;
  100. colors = new Float32Array( faces * 3 * 3 );
  101. defaultR = reader.getUint8( index + 6 ) / 255;
  102. defaultG = reader.getUint8( index + 7 ) / 255;
  103. defaultB = reader.getUint8( index + 8 ) / 255;
  104. alpha = reader.getUint8( index + 9 ) / 255;
  105. }
  106. }
  107. var dataOffset = 84;
  108. var faceLength = 12 * 4 + 2;
  109. var geometry = new THREE.BufferGeometry();
  110. var vertices = new Float32Array( faces * 3 * 3 );
  111. var normals = new Float32Array( faces * 3 * 3 );
  112. for ( var face = 0; face < faces; face ++ ) {
  113. var start = dataOffset + face * faceLength;
  114. var normalX = reader.getFloat32( start, true );
  115. var normalY = reader.getFloat32( start + 4, true );
  116. var normalZ = reader.getFloat32( start + 8, true );
  117. if ( hasColors ) {
  118. var packedColor = reader.getUint16( start + 48, true );
  119. if ( ( packedColor & 0x8000 ) === 0 ) {
  120. // facet has its own unique color
  121. r = ( packedColor & 0x1F ) / 31;
  122. g = ( ( packedColor >> 5 ) & 0x1F ) / 31;
  123. b = ( ( packedColor >> 10 ) & 0x1F ) / 31;
  124. } else {
  125. r = defaultR;
  126. g = defaultG;
  127. b = defaultB;
  128. }
  129. }
  130. for ( var i = 1; i <= 3; i ++ ) {
  131. var vertexstart = start + i * 12;
  132. var componentIdx = ( face * 3 * 3 ) + ( ( i - 1 ) * 3 );
  133. vertices[ componentIdx ] = reader.getFloat32( vertexstart, true );
  134. vertices[ componentIdx + 1 ] = reader.getFloat32( vertexstart + 4, true );
  135. vertices[ componentIdx + 2 ] = reader.getFloat32( vertexstart + 8, true );
  136. normals[ componentIdx ] = normalX;
  137. normals[ componentIdx + 1 ] = normalY;
  138. normals[ componentIdx + 2 ] = normalZ;
  139. if ( hasColors ) {
  140. colors[ componentIdx ] = r;
  141. colors[ componentIdx + 1 ] = g;
  142. colors[ componentIdx + 2 ] = b;
  143. }
  144. }
  145. }
  146. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  147. geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  148. if ( hasColors ) {
  149. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  150. geometry.hasColors = true;
  151. geometry.alpha = alpha;
  152. }
  153. return geometry;
  154. }
  155. function parseASCII( data ) {
  156. var geometry = new THREE.BufferGeometry();
  157. var patternFace = /facet([\s\S]*?)endfacet/g;
  158. var faceCounter = 0;
  159. var patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
  160. var patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
  161. var patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
  162. var vertices = [];
  163. var normals = [];
  164. var normal = new THREE.Vector3();
  165. var result;
  166. while ( ( result = patternFace.exec( data ) ) !== null ) {
  167. var vertexCountPerFace = 0;
  168. var normalCountPerFace = 0;
  169. var text = result[ 0 ];
  170. while ( ( result = patternNormal.exec( text ) ) !== null ) {
  171. normal.x = parseFloat( result[ 1 ] );
  172. normal.y = parseFloat( result[ 2 ] );
  173. normal.z = parseFloat( result[ 3 ] );
  174. normalCountPerFace ++;
  175. }
  176. while ( ( result = patternVertex.exec( text ) ) !== null ) {
  177. vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
  178. normals.push( normal.x, normal.y, normal.z );
  179. vertexCountPerFace ++;
  180. }
  181. // every face have to own ONE valid normal
  182. if ( normalCountPerFace !== 1 ) {
  183. console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter );
  184. }
  185. // each face have to own THREE valid vertices
  186. if ( vertexCountPerFace !== 3 ) {
  187. console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter );
  188. }
  189. faceCounter ++;
  190. }
  191. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  192. geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
  193. return geometry;
  194. }
  195. function ensureString( buffer ) {
  196. if ( typeof buffer !== 'string' ) {
  197. return THREE.LoaderUtils.decodeText( new Uint8Array( buffer ) );
  198. }
  199. return buffer;
  200. }
  201. function ensureBinary( buffer ) {
  202. if ( typeof buffer === 'string' ) {
  203. var array_buffer = new Uint8Array( buffer.length );
  204. for ( var i = 0; i < buffer.length; i ++ ) {
  205. array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
  206. }
  207. return array_buffer.buffer || array_buffer;
  208. } else {
  209. return buffer;
  210. }
  211. }
  212. // start
  213. var binData = ensureBinary( data );
  214. return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
  215. }
  216. };