STLLoader.js 5.0 KB

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  1. /**
  2. * @author aleeper / http://adamleeper.com/
  3. * @author mrdoob / http://mrdoob.com/
  4. *
  5. * Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs.
  6. *
  7. * Supports both binary and ASCII encoded files, with automatic detection of type.
  8. *
  9. * Limitations: Binary decoding ignores header. There doesn't seem to be much of a use for it.
  10. * There is perhaps some question as to how valid it is to always assume little-endian-ness.
  11. * ASCII decoding assumes file is UTF-8. Seems to work for the examples...
  12. *
  13. * Usage:
  14. * var loader = new THREE.STLLoader();
  15. * loader.addEventListener( 'load', function ( event ) {
  16. *
  17. * var geometry = event.content;
  18. * scene.add( new THREE.Mesh( geometry ) );
  19. *
  20. * } );
  21. * loader.load( './models/stl/slotted_disk.stl' );
  22. */
  23. THREE.STLLoader = function () {};
  24. THREE.STLLoader.prototype = {
  25. constructor: THREE.STLLoader,
  26. load: function ( url, callback ) {
  27. var scope = this;
  28. var request = new XMLHttpRequest();
  29. request.addEventListener( 'load', function ( event ) {
  30. var geometry;
  31. geometry = scope.parse( event.target.response );
  32. scope.dispatchEvent( { type: 'load', content: geometry } );
  33. if ( callback ) callback( geometry );
  34. }, false );
  35. request.addEventListener( 'progress', function ( event ) {
  36. scope.dispatchEvent( { type: 'progress', loaded: event.loaded, total: event.total } );
  37. }, false );
  38. request.addEventListener( 'error', function () {
  39. scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
  40. }, false );
  41. request.open( 'GET', url, true );
  42. request.responseType = "arraybuffer";
  43. request.send( null );
  44. },
  45. bin2str: function (buf) {
  46. var array_buffer = new Uint8Array(buf);
  47. var str = '';
  48. for(var i = 0; i < buf.byteLength; i++) {
  49. str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian
  50. }
  51. return str
  52. },
  53. isASCII: function(buf){
  54. var dv = new DataView(buf);
  55. var str = '';
  56. for(var i = 0; i < 5; i++) {
  57. str += String.fromCharCode(dv.getUint8(i, true)); // assume little-endian
  58. }
  59. return (str.toLowerCase() === 'solid'); // All ASCII stl files begin with 'solid'
  60. },
  61. parse: function (buf) {
  62. if( this.isASCII(buf) )
  63. {
  64. var str = this.bin2str(buf);
  65. return this.parseASCII(str);
  66. }
  67. else
  68. {
  69. return this.parseBinary(buf);
  70. }
  71. },
  72. parseASCII: function ( data ) {
  73. var geometry = new THREE.Geometry();
  74. var patternFace = /facet([\s\S]*?)endfacet/g;
  75. var result;
  76. while ( ( result = patternFace.exec( data ) ) != null ) {
  77. var text = result[ 0 ];
  78. // Normal
  79. var patternNormal = /normal[\s]+([-+]?[0-9]+\.?[0-9]*([eE][-+]?[0-9]+)?)+[\s]+([-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?)+[\s]+([-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;
  80. while ( ( result = patternNormal.exec( text ) ) != null ) {
  81. var normal = new THREE.Vector3( parseFloat( result[ 1 ] ), parseFloat( result[ 3 ] ), parseFloat( result[ 5 ] ) );
  82. }
  83. // Vertex
  84. var patternVertex = /vertex[\s]+([-+]?[0-9]+\.?[0-9]*([eE][-+]?[0-9]+)?)+[\s]+([-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?)+[\s]+([-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;
  85. while ( ( result = patternVertex.exec( text ) ) != null ) {
  86. geometry.vertices.push( new THREE.Vector3( parseFloat( result[ 1 ] ), parseFloat( result[ 3 ] ), parseFloat( result[ 5 ] ) ) );
  87. }
  88. var len = geometry.vertices.length;
  89. geometry.faces.push( new THREE.Face3( len - 3, len - 2, len - 1, normal ) );
  90. }
  91. geometry.computeCentroids();
  92. geometry.computeBoundingSphere();
  93. return geometry;
  94. },
  95. parseBinary: function (buf) {
  96. // STL binary format specification, as per http://en.wikipedia.org/wiki/STL_(file_format)
  97. //
  98. // UINT8[80] – Header
  99. // UINT32 – Number of triangles
  100. //
  101. // foreach triangle
  102. // REAL32[3] – Normal vector
  103. // REAL32[3] – Vertex 1
  104. // REAL32[3] – Vertex 2
  105. // REAL32[3] – Vertex 3
  106. // UINT16 – Attribute byte count
  107. // end
  108. //
  109. var geometry = new THREE.Geometry();
  110. var headerLength = 80;
  111. var dataOffset = 84;
  112. var faceLength = 12*4 + 2;
  113. var le = true; // is little-endian // This might be processor dependent...
  114. // var header = new Uint8Array(buf, 0, headerLength); // not presently used
  115. var dvTriangleCount = new DataView(buf, headerLength, 4);
  116. var numTriangles = dvTriangleCount.getUint32(0, le);
  117. for (var i = 0; i < numTriangles; i++) {
  118. var dv = new DataView(buf, dataOffset + i*faceLength, faceLength);
  119. var normal = new THREE.Vector3( dv.getFloat32(0, le), dv.getFloat32(4, le), dv.getFloat32(8, le) );
  120. for(var v = 3; v < 12; v+=3) {
  121. geometry.vertices.push( new THREE.Vector3( dv.getFloat32(v*4, le), dv.getFloat32((v+1)*4, le), dv.getFloat32( (v+2)*4, le ) ) );
  122. }
  123. var len = geometry.vertices.length;
  124. geometry.faces.push( new THREE.Face3( len - 3, len - 2, len - 1, normal ) );
  125. }
  126. geometry.computeCentroids();
  127. geometry.computeBoundingSphere();
  128. return geometry;
  129. }
  130. };
  131. THREE.extend( THREE.STLLoader.prototype, THREE.EventDispatcher.prototype );