STLLoader.js 9.6 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: 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. THREE.STLLoader = function ( manager ) {
  58. THREE.Loader.call( this, manager );
  59. };
  60. THREE.STLLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  61. constructor: THREE.STLLoader,
  62. load: function ( url, onLoad, onProgress, onError ) {
  63. var scope = this;
  64. var loader = new THREE.FileLoader( scope.manager );
  65. loader.setPath( scope.path );
  66. loader.setResponseType( 'arraybuffer' );
  67. loader.load( url, function ( text ) {
  68. try {
  69. onLoad( scope.parse( text ) );
  70. } catch ( e ) {
  71. if ( onError ) {
  72. onError( e );
  73. } else {
  74. console.error( e );
  75. }
  76. scope.manager.itemError( url );
  77. }
  78. }, onProgress, onError );
  79. },
  80. parse: function ( data ) {
  81. function isBinary( data ) {
  82. var expect, face_size, n_faces, reader;
  83. reader = new DataView( data );
  84. face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
  85. n_faces = reader.getUint32( 80, true );
  86. expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );
  87. if ( expect === reader.byteLength ) {
  88. return true;
  89. }
  90. // An ASCII STL data must begin with 'solid ' as the first six bytes.
  91. // However, ASCII STLs lacking the SPACE after the 'd' are known to be
  92. // plentiful. So, check the first 5 bytes for 'solid'.
  93. // Several encodings, such as UTF-8, precede the text with up to 5 bytes:
  94. // https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding
  95. // Search for "solid" to start anywhere after those prefixes.
  96. // US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
  97. var solid = [ 115, 111, 108, 105, 100 ];
  98. for ( var off = 0; off < 5; off ++ ) {
  99. // If "solid" text is matched to the current offset, declare it to be an ASCII STL.
  100. if ( matchDataViewAt( solid, reader, off ) ) return false;
  101. }
  102. // Couldn't find "solid" text at the beginning; it is binary STL.
  103. return true;
  104. }
  105. function matchDataViewAt( query, reader, offset ) {
  106. // Check if each byte in query matches the corresponding byte from the current offset
  107. for ( var i = 0, il = query.length; i < il; i ++ ) {
  108. if ( query[ i ] !== reader.getUint8( offset + i, false ) ) return false;
  109. }
  110. return true;
  111. }
  112. function parseBinary( data ) {
  113. var reader = new DataView( data );
  114. var faces = reader.getUint32( 80, true );
  115. var r, g, b, hasColors = false, colors;
  116. var defaultR, defaultG, defaultB, alpha;
  117. // process STL header
  118. // check for default color in header ("COLOR=rgba" sequence).
  119. for ( var index = 0; index < 80 - 10; index ++ ) {
  120. if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&
  121. ( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&
  122. ( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {
  123. hasColors = true;
  124. colors = new Float32Array( faces * 3 * 3 );
  125. defaultR = reader.getUint8( index + 6 ) / 255;
  126. defaultG = reader.getUint8( index + 7 ) / 255;
  127. defaultB = reader.getUint8( index + 8 ) / 255;
  128. alpha = reader.getUint8( index + 9 ) / 255;
  129. }
  130. }
  131. var dataOffset = 84;
  132. var faceLength = 12 * 4 + 2;
  133. var geometry = new THREE.BufferGeometry();
  134. var vertices = new Float32Array( faces * 3 * 3 );
  135. var normals = new Float32Array( faces * 3 * 3 );
  136. for ( var face = 0; face < faces; face ++ ) {
  137. var start = dataOffset + face * faceLength;
  138. var normalX = reader.getFloat32( start, true );
  139. var normalY = reader.getFloat32( start + 4, true );
  140. var normalZ = reader.getFloat32( start + 8, true );
  141. if ( hasColors ) {
  142. var packedColor = reader.getUint16( start + 48, true );
  143. if ( ( packedColor & 0x8000 ) === 0 ) {
  144. // facet has its own unique color
  145. r = ( packedColor & 0x1F ) / 31;
  146. g = ( ( packedColor >> 5 ) & 0x1F ) / 31;
  147. b = ( ( packedColor >> 10 ) & 0x1F ) / 31;
  148. } else {
  149. r = defaultR;
  150. g = defaultG;
  151. b = defaultB;
  152. }
  153. }
  154. for ( var i = 1; i <= 3; i ++ ) {
  155. var vertexstart = start + i * 12;
  156. var componentIdx = ( face * 3 * 3 ) + ( ( i - 1 ) * 3 );
  157. vertices[ componentIdx ] = reader.getFloat32( vertexstart, true );
  158. vertices[ componentIdx + 1 ] = reader.getFloat32( vertexstart + 4, true );
  159. vertices[ componentIdx + 2 ] = reader.getFloat32( vertexstart + 8, true );
  160. normals[ componentIdx ] = normalX;
  161. normals[ componentIdx + 1 ] = normalY;
  162. normals[ componentIdx + 2 ] = normalZ;
  163. if ( hasColors ) {
  164. colors[ componentIdx ] = r;
  165. colors[ componentIdx + 1 ] = g;
  166. colors[ componentIdx + 2 ] = b;
  167. }
  168. }
  169. }
  170. geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  171. geometry.setAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  172. if ( hasColors ) {
  173. geometry.setAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  174. geometry.hasColors = true;
  175. geometry.alpha = alpha;
  176. }
  177. return geometry;
  178. }
  179. function parseASCII( data ) {
  180. var geometry = new THREE.BufferGeometry();
  181. var patternSolid = /solid([\s\S]*?)endsolid/g;
  182. var patternFace = /facet([\s\S]*?)endfacet/g;
  183. var faceCounter = 0;
  184. var patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
  185. var patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
  186. var patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
  187. var vertices = [];
  188. var normals = [];
  189. var normal = new THREE.Vector3();
  190. var result;
  191. var groupCount = 0;
  192. var startVertex = 0;
  193. var endVertex = 0;
  194. while ( ( result = patternSolid.exec( data ) ) !== null ) {
  195. startVertex = endVertex;
  196. var solid = result[ 0 ];
  197. while ( ( result = patternFace.exec( solid ) ) !== null ) {
  198. var vertexCountPerFace = 0;
  199. var normalCountPerFace = 0;
  200. var text = result[ 0 ];
  201. while ( ( result = patternNormal.exec( text ) ) !== null ) {
  202. normal.x = parseFloat( result[ 1 ] );
  203. normal.y = parseFloat( result[ 2 ] );
  204. normal.z = parseFloat( result[ 3 ] );
  205. normalCountPerFace ++;
  206. }
  207. while ( ( result = patternVertex.exec( text ) ) !== null ) {
  208. vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
  209. normals.push( normal.x, normal.y, normal.z );
  210. vertexCountPerFace ++;
  211. endVertex ++;
  212. }
  213. // every face have to own ONE valid normal
  214. if ( normalCountPerFace !== 1 ) {
  215. console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter );
  216. }
  217. // each face have to own THREE valid vertices
  218. if ( vertexCountPerFace !== 3 ) {
  219. console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter );
  220. }
  221. faceCounter ++;
  222. }
  223. var start = startVertex;
  224. var count = endVertex - startVertex;
  225. geometry.addGroup( start, count, groupCount );
  226. groupCount ++;
  227. }
  228. geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  229. geometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
  230. return geometry;
  231. }
  232. function ensureString( buffer ) {
  233. if ( typeof buffer !== 'string' ) {
  234. return THREE.LoaderUtils.decodeText( new Uint8Array( buffer ) );
  235. }
  236. return buffer;
  237. }
  238. function ensureBinary( buffer ) {
  239. if ( typeof buffer === 'string' ) {
  240. var array_buffer = new Uint8Array( buffer.length );
  241. for ( var i = 0; i < buffer.length; i ++ ) {
  242. array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
  243. }
  244. return array_buffer.buffer || array_buffer;
  245. } else {
  246. return buffer;
  247. }
  248. }
  249. // start
  250. var binData = ensureBinary( data );
  251. return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
  252. }
  253. } );