STLLoader.js 7.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317
  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. *
  7. * Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs.
  8. *
  9. * Supports both binary and ASCII encoded files, with automatic detection of type.
  10. *
  11. * The loader returns a non-indexed buffer geometry.
  12. *
  13. * Limitations:
  14. * Binary decoding supports "Magics" color format (http://en.wikipedia.org/wiki/STL_(file_format)#Color_in_binary_STL).
  15. * There is perhaps some question as to how valid it is to always assume little-endian-ness.
  16. * ASCII decoding assumes file is UTF-8.
  17. *
  18. * Usage:
  19. * var loader = new THREE.STLLoader();
  20. * loader.load( './models/stl/slotted_disk.stl', function ( geometry ) {
  21. * scene.add( new THREE.Mesh( geometry ) );
  22. * });
  23. *
  24. * For binary STLs geometry might contain colors for vertices. To use it:
  25. * // use the same code to load STL as above
  26. * if (geometry.hasColors) {
  27. * material = new THREE.MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: THREE.VertexColors });
  28. * } else { .... }
  29. * var mesh = new THREE.Mesh( geometry, material );
  30. */
  31. THREE.STLLoader = function ( manager ) {
  32. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  33. };
  34. THREE.STLLoader.prototype = {
  35. constructor: THREE.STLLoader,
  36. load: function ( url, onLoad, onProgress, onError ) {
  37. var scope = this;
  38. var loader = new THREE.FileLoader( scope.manager );
  39. loader.setResponseType( 'arraybuffer' );
  40. loader.load( url, function ( text ) {
  41. try {
  42. onLoad( scope.parse( text ) );
  43. } catch ( exception ) {
  44. if ( onError ) {
  45. onError( exception );
  46. }
  47. }
  48. }, onProgress, onError );
  49. },
  50. parse: function ( data ) {
  51. function isBinary( data ) {
  52. var expect, face_size, n_faces, reader;
  53. reader = new DataView( data );
  54. face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
  55. n_faces = reader.getUint32( 80, true );
  56. expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );
  57. if ( expect === reader.byteLength ) {
  58. return true;
  59. }
  60. // An ASCII STL data must begin with 'solid ' as the first six bytes.
  61. // However, ASCII STLs lacking the SPACE after the 'd' are known to be
  62. // plentiful. So, check the first 5 bytes for 'solid'.
  63. // US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
  64. var solid = [ 115, 111, 108, 105, 100 ];
  65. for ( var i = 0; i < 5; i ++ ) {
  66. // If solid[ i ] does not match the i-th byte, then it is not an
  67. // ASCII STL; hence, it is binary and return true.
  68. if ( solid[ i ] != reader.getUint8( i, false ) ) return true;
  69. }
  70. // First 5 bytes read "solid"; declare it to be an ASCII STL
  71. return false;
  72. }
  73. function parseBinary( data ) {
  74. var reader = new DataView( data );
  75. var faces = reader.getUint32( 80, true );
  76. var r, g, b, hasColors = false, colors;
  77. var defaultR, defaultG, defaultB, alpha;
  78. // process STL header
  79. // check for default color in header ("COLOR=rgba" sequence).
  80. for ( var index = 0; index < 80 - 10; index ++ ) {
  81. if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&
  82. ( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&
  83. ( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {
  84. hasColors = true;
  85. colors = [];
  86. defaultR = reader.getUint8( index + 6 ) / 255;
  87. defaultG = reader.getUint8( index + 7 ) / 255;
  88. defaultB = reader.getUint8( index + 8 ) / 255;
  89. alpha = reader.getUint8( index + 9 ) / 255;
  90. }
  91. }
  92. var dataOffset = 84;
  93. var faceLength = 12 * 4 + 2;
  94. var geometry = new THREE.BufferGeometry();
  95. var vertices = [];
  96. var normals = [];
  97. for ( var face = 0; face < faces; face ++ ) {
  98. var start = dataOffset + face * faceLength;
  99. var normalX = reader.getFloat32( start, true );
  100. var normalY = reader.getFloat32( start + 4, true );
  101. var normalZ = reader.getFloat32( start + 8, true );
  102. if ( hasColors ) {
  103. var packedColor = reader.getUint16( start + 48, true );
  104. if ( ( packedColor & 0x8000 ) === 0 ) {
  105. // facet has its own unique color
  106. r = ( packedColor & 0x1F ) / 31;
  107. g = ( ( packedColor >> 5 ) & 0x1F ) / 31;
  108. b = ( ( packedColor >> 10 ) & 0x1F ) / 31;
  109. } else {
  110. r = defaultR;
  111. g = defaultG;
  112. b = defaultB;
  113. }
  114. }
  115. for ( var i = 1; i <= 3; i ++ ) {
  116. var vertexstart = start + i * 12;
  117. vertices.push( reader.getFloat32( vertexstart, true ) );
  118. vertices.push( reader.getFloat32( vertexstart + 4, true ) );
  119. vertices.push( reader.getFloat32( vertexstart + 8, true ) );
  120. normals.push( normalX, normalY, normalZ );
  121. if ( hasColors ) {
  122. colors.push( r, g, b );
  123. }
  124. }
  125. }
  126. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  127. geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
  128. if ( hasColors ) {
  129. geometry.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
  130. geometry.hasColors = true;
  131. geometry.alpha = alpha;
  132. }
  133. return geometry;
  134. }
  135. function parseASCII( data ) {
  136. var geometry = new THREE.BufferGeometry();
  137. var patternFace = /facet([\s\S]*?)endfacet/g;
  138. var faceCounter = 0;
  139. var patternFloat = /[\s]+([+-]?(?:\d+.\d+|\d+.|\d+|.\d+)(?:[eE][+-]?\d+)?)/.source;
  140. var patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
  141. var patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
  142. var vertices = [];
  143. var normals = [];
  144. var normal = new THREE.Vector3();
  145. var result;
  146. while ( ( result = patternFace.exec( data ) ) !== null ) {
  147. var vertexCountPerFace = 0;
  148. var normalCountPerFace = 0;
  149. var text = result[ 0 ];
  150. while ( ( result = patternNormal.exec( text ) ) !== null ) {
  151. normal.x = parseFloat( result[ 1 ] );
  152. normal.y = parseFloat( result[ 2 ] );
  153. normal.z = parseFloat( result[ 3 ] );
  154. normalCountPerFace ++;
  155. }
  156. while ( ( result = patternVertex.exec( text ) ) !== null ) {
  157. vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
  158. normals.push( normal.x, normal.y, normal.z );
  159. vertexCountPerFace ++;
  160. }
  161. // every face have to own ONE valid normal
  162. if ( normalCountPerFace !== 1 ) {
  163. console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter );
  164. }
  165. // each face have to own THREE valid vertices
  166. if ( vertexCountPerFace !== 3 ) {
  167. console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter );
  168. }
  169. faceCounter ++;
  170. }
  171. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  172. geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
  173. return geometry;
  174. }
  175. function ensureString( buffer ) {
  176. if ( typeof buffer !== 'string' ) {
  177. return THREE.LoaderUtils.decodeText( new Uint8Array( buffer ) );
  178. }
  179. return buffer;
  180. }
  181. function ensureBinary( buffer ) {
  182. if ( typeof buffer === 'string' ) {
  183. var array_buffer = new Uint8Array( buffer.length );
  184. for ( var i = 0; i < buffer.length; i ++ ) {
  185. array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
  186. }
  187. return array_buffer.buffer || array_buffer;
  188. } else {
  189. return buffer;
  190. }
  191. }
  192. // start
  193. var binData = ensureBinary( data );
  194. return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
  195. }
  196. };