STLLoader.js 9.7 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 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: true });
  29. * } else { .... }
  30. * var mesh = new THREE.Mesh( geometry, material );
  31. *
  32. * For ASCII STLs containing multiple solids, each solid is assigned to a different group.
  33. * Groups can be used to assign a different color by defining an array of materials with the same length of
  34. * geometry.groups and passing it to the Mesh constructor:
  35. *
  36. * var mesh = new THREE.Mesh( geometry, material );
  37. *
  38. * For example:
  39. *
  40. * var materials = [];
  41. * var nGeometryGroups = geometry.groups.length;
  42. *
  43. * var colorMap = ...; // Some logic to index colors.
  44. *
  45. * for (var i = 0; i < nGeometryGroups; i++) {
  46. *
  47. * var material = new THREE.MeshPhongMaterial({
  48. * color: colorMap[i],
  49. * wireframe: false
  50. * });
  51. *
  52. * }
  53. *
  54. * materials.push(material);
  55. * var mesh = new THREE.Mesh(geometry, materials);
  56. */
  57. import {
  58. BufferAttribute,
  59. BufferGeometry,
  60. FileLoader,
  61. Float32BufferAttribute,
  62. Loader,
  63. LoaderUtils,
  64. Vector3
  65. } from "../../../build/three.module.js";
  66. var STLLoader = function ( manager ) {
  67. Loader.call( this, manager );
  68. };
  69. STLLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  70. constructor: STLLoader,
  71. load: function ( url, onLoad, onProgress, onError ) {
  72. var scope = this;
  73. var loader = new FileLoader( scope.manager );
  74. loader.setPath( scope.path );
  75. loader.setResponseType( 'arraybuffer' );
  76. loader.load( url, function ( text ) {
  77. try {
  78. onLoad( scope.parse( text ) );
  79. } catch ( exception ) {
  80. if ( onError ) {
  81. onError( exception );
  82. }
  83. }
  84. }, onProgress, onError );
  85. },
  86. parse: function ( data ) {
  87. function isBinary( data ) {
  88. var expect, face_size, n_faces, reader;
  89. reader = new DataView( data );
  90. face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
  91. n_faces = reader.getUint32( 80, true );
  92. expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );
  93. if ( expect === reader.byteLength ) {
  94. return true;
  95. }
  96. // An ASCII STL data must begin with 'solid ' as the first six bytes.
  97. // However, ASCII STLs lacking the SPACE after the 'd' are known to be
  98. // plentiful. So, check the first 5 bytes for 'solid'.
  99. // Several encodings, such as UTF-8, precede the text with up to 5 bytes:
  100. // https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding
  101. // Search for "solid" to start anywhere after those prefixes.
  102. // US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
  103. var solid = [ 115, 111, 108, 105, 100 ];
  104. for ( var off = 0; off < 5; off ++ ) {
  105. // If "solid" text is matched to the current offset, declare it to be an ASCII STL.
  106. if ( matchDataViewAt( solid, reader, off ) ) return false;
  107. }
  108. // Couldn't find "solid" text at the beginning; it is binary STL.
  109. return true;
  110. }
  111. function matchDataViewAt( query, reader, offset ) {
  112. // Check if each byte in query matches the corresponding byte from the current offset
  113. for ( var i = 0, il = query.length; i < il; i ++ ) {
  114. if ( query[ i ] !== reader.getUint8( offset + i, false ) ) return false;
  115. }
  116. return true;
  117. }
  118. function parseBinary( data ) {
  119. var reader = new DataView( data );
  120. var faces = reader.getUint32( 80, true );
  121. var r, g, b, hasColors = false, colors;
  122. var defaultR, defaultG, defaultB, alpha;
  123. // process STL header
  124. // check for default color in header ("COLOR=rgba" sequence).
  125. for ( var index = 0; index < 80 - 10; index ++ ) {
  126. if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&
  127. ( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&
  128. ( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {
  129. hasColors = true;
  130. colors = new Float32Array( faces * 3 * 3 );
  131. defaultR = reader.getUint8( index + 6 ) / 255;
  132. defaultG = reader.getUint8( index + 7 ) / 255;
  133. defaultB = reader.getUint8( index + 8 ) / 255;
  134. alpha = reader.getUint8( index + 9 ) / 255;
  135. }
  136. }
  137. var dataOffset = 84;
  138. var faceLength = 12 * 4 + 2;
  139. var geometry = new BufferGeometry();
  140. var vertices = new Float32Array( faces * 3 * 3 );
  141. var normals = new Float32Array( faces * 3 * 3 );
  142. for ( var face = 0; face < faces; face ++ ) {
  143. var start = dataOffset + face * faceLength;
  144. var normalX = reader.getFloat32( start, true );
  145. var normalY = reader.getFloat32( start + 4, true );
  146. var normalZ = reader.getFloat32( start + 8, true );
  147. if ( hasColors ) {
  148. var packedColor = reader.getUint16( start + 48, true );
  149. if ( ( packedColor & 0x8000 ) === 0 ) {
  150. // facet has its own unique color
  151. r = ( packedColor & 0x1F ) / 31;
  152. g = ( ( packedColor >> 5 ) & 0x1F ) / 31;
  153. b = ( ( packedColor >> 10 ) & 0x1F ) / 31;
  154. } else {
  155. r = defaultR;
  156. g = defaultG;
  157. b = defaultB;
  158. }
  159. }
  160. for ( var i = 1; i <= 3; i ++ ) {
  161. var vertexstart = start + i * 12;
  162. var componentIdx = ( face * 3 * 3 ) + ( ( i - 1 ) * 3 );
  163. vertices[ componentIdx ] = reader.getFloat32( vertexstart, true );
  164. vertices[ componentIdx + 1 ] = reader.getFloat32( vertexstart + 4, true );
  165. vertices[ componentIdx + 2 ] = reader.getFloat32( vertexstart + 8, true );
  166. normals[ componentIdx ] = normalX;
  167. normals[ componentIdx + 1 ] = normalY;
  168. normals[ componentIdx + 2 ] = normalZ;
  169. if ( hasColors ) {
  170. colors[ componentIdx ] = r;
  171. colors[ componentIdx + 1 ] = g;
  172. colors[ componentIdx + 2 ] = b;
  173. }
  174. }
  175. }
  176. geometry.setAttribute( 'position', new BufferAttribute( vertices, 3 ) );
  177. geometry.setAttribute( 'normal', new BufferAttribute( normals, 3 ) );
  178. if ( hasColors ) {
  179. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  180. geometry.hasColors = true;
  181. geometry.alpha = alpha;
  182. }
  183. return geometry;
  184. }
  185. function parseASCII( data ) {
  186. var geometry = new BufferGeometry();
  187. var patternSolid = /solid([\s\S]*?)endsolid/g;
  188. var patternFace = /facet([\s\S]*?)endfacet/g;
  189. var faceCounter = 0;
  190. var patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
  191. var patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
  192. var patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
  193. var vertices = [];
  194. var normals = [];
  195. var normal = new Vector3();
  196. var result;
  197. var groupCount = 0;
  198. var startVertex = 0;
  199. var endVertex = 0;
  200. while ( ( result = patternSolid.exec( data ) ) !== null ) {
  201. startVertex = endVertex;
  202. var solid = result[ 0 ];
  203. while ( ( result = patternFace.exec( solid ) ) !== null ) {
  204. var vertexCountPerFace = 0;
  205. var normalCountPerFace = 0;
  206. var text = result[ 0 ];
  207. while ( ( result = patternNormal.exec( text ) ) !== null ) {
  208. normal.x = parseFloat( result[ 1 ] );
  209. normal.y = parseFloat( result[ 2 ] );
  210. normal.z = parseFloat( result[ 3 ] );
  211. normalCountPerFace ++;
  212. }
  213. while ( ( result = patternVertex.exec( text ) ) !== null ) {
  214. vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
  215. normals.push( normal.x, normal.y, normal.z );
  216. vertexCountPerFace ++;
  217. endVertex ++;
  218. }
  219. // every face have to own ONE valid normal
  220. if ( normalCountPerFace !== 1 ) {
  221. console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter );
  222. }
  223. // each face have to own THREE valid vertices
  224. if ( vertexCountPerFace !== 3 ) {
  225. console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter );
  226. }
  227. faceCounter ++;
  228. }
  229. var start = startVertex;
  230. var count = endVertex - startVertex;
  231. geometry.addGroup( start, count, groupCount );
  232. groupCount ++;
  233. }
  234. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  235. geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  236. return geometry;
  237. }
  238. function ensureString( buffer ) {
  239. if ( typeof buffer !== 'string' ) {
  240. return LoaderUtils.decodeText( new Uint8Array( buffer ) );
  241. }
  242. return buffer;
  243. }
  244. function ensureBinary( buffer ) {
  245. if ( typeof buffer === 'string' ) {
  246. var array_buffer = new Uint8Array( buffer.length );
  247. for ( var i = 0; i < buffer.length; i ++ ) {
  248. array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
  249. }
  250. return array_buffer.buffer || array_buffer;
  251. } else {
  252. return buffer;
  253. }
  254. }
  255. // start
  256. var binData = ensureBinary( data );
  257. return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
  258. }
  259. } );
  260. export { STLLoader };