STLLoader.js 8.3 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. *
  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 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. import {
  32. BufferAttribute,
  33. BufferGeometry,
  34. DefaultLoadingManager,
  35. FileLoader,
  36. Float32BufferAttribute,
  37. LoaderUtils,
  38. Vector3
  39. } from "../../../build/three.module.js";
  40. var STLLoader = function ( manager ) {
  41. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  42. };
  43. STLLoader.prototype = {
  44. constructor: STLLoader,
  45. load: function ( url, onLoad, onProgress, onError ) {
  46. var scope = this;
  47. var loader = new FileLoader( scope.manager );
  48. loader.setPath( scope.path );
  49. loader.setResponseType( 'arraybuffer' );
  50. loader.load( url, function ( text ) {
  51. try {
  52. onLoad( scope.parse( text ) );
  53. } catch ( exception ) {
  54. if ( onError ) {
  55. onError( exception );
  56. }
  57. }
  58. }, onProgress, onError );
  59. },
  60. setPath: function ( value ) {
  61. this.path = value;
  62. return this;
  63. },
  64. parse: function ( data ) {
  65. function isBinary( data ) {
  66. var expect, face_size, n_faces, reader;
  67. reader = new DataView( data );
  68. face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
  69. n_faces = reader.getUint32( 80, true );
  70. expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );
  71. if ( expect === reader.byteLength ) {
  72. return true;
  73. }
  74. // An ASCII STL data must begin with 'solid ' as the first six bytes.
  75. // However, ASCII STLs lacking the SPACE after the 'd' are known to be
  76. // plentiful. So, check the first 5 bytes for 'solid'.
  77. // Several encodings, such as UTF-8, precede the text with up to 5 bytes:
  78. // https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding
  79. // Search for "solid" to start anywhere after those prefixes.
  80. // US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
  81. var solid = [ 115, 111, 108, 105, 100 ];
  82. for ( var off = 0; off < 5; off ++ ) {
  83. // If "solid" text is matched to the current offset, declare it to be an ASCII STL.
  84. if ( matchDataViewAt ( solid, reader, off ) ) return false;
  85. }
  86. // Couldn't find "solid" text at the beginning; it is binary STL.
  87. return true;
  88. }
  89. function matchDataViewAt( query, reader, offset ) {
  90. // Check if each byte in query matches the corresponding byte from the current offset
  91. for ( var i = 0, il = query.length; i < il; i ++ ) {
  92. if ( query[ i ] !== reader.getUint8( offset + i, false ) ) return false;
  93. }
  94. return true;
  95. }
  96. function parseBinary( data ) {
  97. var reader = new DataView( data );
  98. var faces = reader.getUint32( 80, true );
  99. var r, g, b, hasColors = false, colors;
  100. var defaultR, defaultG, defaultB, alpha;
  101. // process STL header
  102. // check for default color in header ("COLOR=rgba" sequence).
  103. for ( var index = 0; index < 80 - 10; index ++ ) {
  104. if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&
  105. ( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&
  106. ( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {
  107. hasColors = true;
  108. colors = [];
  109. defaultR = reader.getUint8( index + 6 ) / 255;
  110. defaultG = reader.getUint8( index + 7 ) / 255;
  111. defaultB = reader.getUint8( index + 8 ) / 255;
  112. alpha = reader.getUint8( index + 9 ) / 255;
  113. }
  114. }
  115. var dataOffset = 84;
  116. var faceLength = 12 * 4 + 2;
  117. var geometry = new BufferGeometry();
  118. var vertices = [];
  119. var normals = [];
  120. for ( var face = 0; face < faces; face ++ ) {
  121. var start = dataOffset + face * faceLength;
  122. var normalX = reader.getFloat32( start, true );
  123. var normalY = reader.getFloat32( start + 4, true );
  124. var normalZ = reader.getFloat32( start + 8, true );
  125. if ( hasColors ) {
  126. var packedColor = reader.getUint16( start + 48, true );
  127. if ( ( packedColor & 0x8000 ) === 0 ) {
  128. // facet has its own unique color
  129. r = ( packedColor & 0x1F ) / 31;
  130. g = ( ( packedColor >> 5 ) & 0x1F ) / 31;
  131. b = ( ( packedColor >> 10 ) & 0x1F ) / 31;
  132. } else {
  133. r = defaultR;
  134. g = defaultG;
  135. b = defaultB;
  136. }
  137. }
  138. for ( var i = 1; i <= 3; i ++ ) {
  139. var vertexstart = start + i * 12;
  140. vertices.push( reader.getFloat32( vertexstart, true ) );
  141. vertices.push( reader.getFloat32( vertexstart + 4, true ) );
  142. vertices.push( reader.getFloat32( vertexstart + 8, true ) );
  143. normals.push( normalX, normalY, normalZ );
  144. if ( hasColors ) {
  145. colors.push( r, g, b );
  146. }
  147. }
  148. }
  149. geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
  150. geometry.addAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) );
  151. if ( hasColors ) {
  152. geometry.addAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) );
  153. geometry.hasColors = true;
  154. geometry.alpha = alpha;
  155. }
  156. return geometry;
  157. }
  158. function parseASCII( data ) {
  159. var geometry = new BufferGeometry();
  160. var patternFace = /facet([\s\S]*?)endfacet/g;
  161. var faceCounter = 0;
  162. var patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
  163. var patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
  164. var patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
  165. var vertices = [];
  166. var normals = [];
  167. var normal = new Vector3();
  168. var result;
  169. while ( ( result = patternFace.exec( data ) ) !== null ) {
  170. var vertexCountPerFace = 0;
  171. var normalCountPerFace = 0;
  172. var text = result[ 0 ];
  173. while ( ( result = patternNormal.exec( text ) ) !== null ) {
  174. normal.x = parseFloat( result[ 1 ] );
  175. normal.y = parseFloat( result[ 2 ] );
  176. normal.z = parseFloat( result[ 3 ] );
  177. normalCountPerFace ++;
  178. }
  179. while ( ( result = patternVertex.exec( text ) ) !== null ) {
  180. vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
  181. normals.push( normal.x, normal.y, normal.z );
  182. vertexCountPerFace ++;
  183. }
  184. // every face have to own ONE valid normal
  185. if ( normalCountPerFace !== 1 ) {
  186. console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter );
  187. }
  188. // each face have to own THREE valid vertices
  189. if ( vertexCountPerFace !== 3 ) {
  190. console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter );
  191. }
  192. faceCounter ++;
  193. }
  194. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  195. geometry.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  196. return geometry;
  197. }
  198. function ensureString( buffer ) {
  199. if ( typeof buffer !== 'string' ) {
  200. return LoaderUtils.decodeText( new Uint8Array( buffer ) );
  201. }
  202. return buffer;
  203. }
  204. function ensureBinary( buffer ) {
  205. if ( typeof buffer === 'string' ) {
  206. var array_buffer = new Uint8Array( buffer.length );
  207. for ( var i = 0; i < buffer.length; i ++ ) {
  208. array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
  209. }
  210. return array_buffer.buffer || array_buffer;
  211. } else {
  212. return buffer;
  213. }
  214. }
  215. // start
  216. var binData = ensureBinary( data );
  217. return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
  218. }
  219. };
  220. export { STLLoader };