STLLoader.js 9.8 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. * 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.MeshStandardMaterial({
  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. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  59. };
  60. THREE.STLLoader.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 ( exception ) {
  71. if ( onError ) {
  72. onError( exception );
  73. }
  74. }
  75. }, onProgress, onError );
  76. },
  77. setPath: function ( value ) {
  78. this.path = value;
  79. return this;
  80. },
  81. parse: function ( data ) {
  82. function isBinary( data ) {
  83. var expect, face_size, n_faces, reader;
  84. reader = new DataView( data );
  85. face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
  86. n_faces = reader.getUint32( 80, true );
  87. expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );
  88. if ( expect === reader.byteLength ) {
  89. return true;
  90. }
  91. // An ASCII STL data must begin with 'solid ' as the first six bytes.
  92. // However, ASCII STLs lacking the SPACE after the 'd' are known to be
  93. // plentiful. So, check the first 5 bytes for 'solid'.
  94. // Several encodings, such as UTF-8, precede the text with up to 5 bytes:
  95. // https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding
  96. // Search for "solid" to start anywhere after those prefixes.
  97. // US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
  98. var solid = [ 115, 111, 108, 105, 100 ];
  99. for ( var off = 0; off < 5; off ++ ) {
  100. // If "solid" text is matched to the current offset, declare it to be an ASCII STL.
  101. if ( matchDataViewAt( solid, reader, off ) ) return false;
  102. }
  103. // Couldn't find "solid" text at the beginning; it is binary STL.
  104. return true;
  105. }
  106. function matchDataViewAt( query, reader, offset ) {
  107. // Check if each byte in query matches the corresponding byte from the current offset
  108. for ( var i = 0, il = query.length; i < il; i ++ ) {
  109. if ( query[ i ] !== reader.getUint8( offset + i, false ) ) return false;
  110. }
  111. return true;
  112. }
  113. function parseBinary( data ) {
  114. var reader = new DataView( data );
  115. var faces = reader.getUint32( 80, true );
  116. var r, g, b, hasColors = false, colors;
  117. var defaultR, defaultG, defaultB, alpha;
  118. // process STL header
  119. // check for default color in header ("COLOR=rgba" sequence).
  120. for ( var index = 0; index < 80 - 10; index ++ ) {
  121. if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&
  122. ( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&
  123. ( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {
  124. hasColors = true;
  125. colors = new Float32Array( faces * 3 * 3 );
  126. defaultR = reader.getUint8( index + 6 ) / 255;
  127. defaultG = reader.getUint8( index + 7 ) / 255;
  128. defaultB = reader.getUint8( index + 8 ) / 255;
  129. alpha = reader.getUint8( index + 9 ) / 255;
  130. }
  131. }
  132. var dataOffset = 84;
  133. var faceLength = 12 * 4 + 2;
  134. var geometry = new THREE.BufferGeometry();
  135. var vertices = new Float32Array( faces * 3 * 3 );
  136. var normals = new Float32Array( faces * 3 * 3 );
  137. for ( var face = 0; face < faces; face ++ ) {
  138. var start = dataOffset + face * faceLength;
  139. var normalX = reader.getFloat32( start, true );
  140. var normalY = reader.getFloat32( start + 4, true );
  141. var normalZ = reader.getFloat32( start + 8, true );
  142. if ( hasColors ) {
  143. var packedColor = reader.getUint16( start + 48, true );
  144. if ( ( packedColor & 0x8000 ) === 0 ) {
  145. // facet has its own unique color
  146. r = ( packedColor & 0x1F ) / 31;
  147. g = ( ( packedColor >> 5 ) & 0x1F ) / 31;
  148. b = ( ( packedColor >> 10 ) & 0x1F ) / 31;
  149. } else {
  150. r = defaultR;
  151. g = defaultG;
  152. b = defaultB;
  153. }
  154. }
  155. for ( var i = 1; i <= 3; i ++ ) {
  156. var vertexstart = start + i * 12;
  157. var componentIdx = ( face * 3 * 3 ) + ( ( i - 1 ) * 3 );
  158. vertices[ componentIdx ] = reader.getFloat32( vertexstart, true );
  159. vertices[ componentIdx + 1 ] = reader.getFloat32( vertexstart + 4, true );
  160. vertices[ componentIdx + 2 ] = reader.getFloat32( vertexstart + 8, true );
  161. normals[ componentIdx ] = normalX;
  162. normals[ componentIdx + 1 ] = normalY;
  163. normals[ componentIdx + 2 ] = normalZ;
  164. if ( hasColors ) {
  165. colors[ componentIdx ] = r;
  166. colors[ componentIdx + 1 ] = g;
  167. colors[ componentIdx + 2 ] = b;
  168. }
  169. }
  170. }
  171. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  172. geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  173. if ( hasColors ) {
  174. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  175. geometry.hasColors = true;
  176. geometry.alpha = alpha;
  177. }
  178. return geometry;
  179. }
  180. function parseASCII( data ) {
  181. var geometry = new THREE.BufferGeometry();
  182. var patternSolid = /solid([\s\S]*?)endsolid/g;
  183. var patternFace = /facet([\s\S]*?)endfacet/g;
  184. var faceCounter = 0;
  185. var patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
  186. var patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
  187. var patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
  188. var vertices = [];
  189. var normals = [];
  190. var normal = new THREE.Vector3();
  191. var result;
  192. var groupVertexes = [];
  193. var groupCount = 0;
  194. var startVertex = 0;
  195. var endVertex = 0;
  196. while ( ( result = patternSolid.exec( data ) ) !== null ) {
  197. startVertex = endVertex;
  198. var solid = result[ 0 ];
  199. while ( ( result = patternFace.exec( solid ) ) !== null ) {
  200. var vertexCountPerFace = 0;
  201. var normalCountPerFace = 0;
  202. var text = result[ 0 ];
  203. while ( ( result = patternNormal.exec( text ) ) !== null ) {
  204. normal.x = parseFloat( result[ 1 ] );
  205. normal.y = parseFloat( result[ 2 ] );
  206. normal.z = parseFloat( result[ 3 ] );
  207. normalCountPerFace ++;
  208. }
  209. while ( ( result = patternVertex.exec( text ) ) !== null ) {
  210. vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
  211. normals.push( normal.x, normal.y, normal.z );
  212. vertexCountPerFace ++;
  213. endVertex ++;
  214. }
  215. // every face have to own ONE valid normal
  216. if ( normalCountPerFace !== 1 ) {
  217. console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter );
  218. }
  219. // each face have to own THREE valid vertices
  220. if ( vertexCountPerFace !== 3 ) {
  221. console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter );
  222. }
  223. faceCounter ++;
  224. }
  225. groupVertexes.push( { startVertex: startVertex, endVertex: endVertex } );
  226. groupCount ++;
  227. }
  228. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  229. geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
  230. if ( groupCount > 0 ) {
  231. for ( var i = 0; i < groupVertexes.length; i ++ ) {
  232. geometry.addGroup( groupVertexes[ i ].startVertex, groupVertexes[ i ].endVertex, i );
  233. }
  234. }
  235. return geometry;
  236. }
  237. function ensureString( buffer ) {
  238. if ( typeof buffer !== 'string' ) {
  239. return THREE.LoaderUtils.decodeText( new Uint8Array( buffer ) );
  240. }
  241. return buffer;
  242. }
  243. function ensureBinary( buffer ) {
  244. if ( typeof buffer === 'string' ) {
  245. var array_buffer = new Uint8Array( buffer.length );
  246. for ( var i = 0; i < buffer.length; i ++ ) {
  247. array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
  248. }
  249. return array_buffer.buffer || array_buffer;
  250. } else {
  251. return buffer;
  252. }
  253. }
  254. // start
  255. var binData = ensureBinary( data );
  256. return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
  257. }
  258. };