STLLoader.js 7.8 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. *
  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. onLoad( scope.parse( text ) );
  42. }, onProgress, onError );
  43. },
  44. parse: function ( data ) {
  45. var isBinary = function () {
  46. var expect, face_size, n_faces, reader;
  47. reader = new DataView( binData );
  48. face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
  49. n_faces = reader.getUint32( 80, true );
  50. expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );
  51. if ( expect === reader.byteLength ) {
  52. return true;
  53. }
  54. // An ASCII STL data must begin with 'solid ' as the first six bytes.
  55. // However, ASCII STLs lacking the SPACE after the 'd' are known to be
  56. // plentiful. So, check the first 5 bytes for 'solid'.
  57. // US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
  58. var solid = [ 115, 111, 108, 105, 100 ];
  59. for ( var i = 0; i < 5; i ++ ) {
  60. // If solid[ i ] does not match the i-th byte, then it is not an
  61. // ASCII STL; hence, it is binary and return true.
  62. if ( solid[ i ] != reader.getUint8( i, false ) ) return true;
  63. }
  64. // First 5 bytes read "solid"; declare it to be an ASCII STL
  65. return false;
  66. };
  67. var binData = this.ensureBinary( data );
  68. return isBinary() ? this.parseBinary( binData ) : this.parseASCII( this.ensureString( data ) );
  69. },
  70. parseBinary: function ( data ) {
  71. var reader = new DataView( data );
  72. var faces = reader.getUint32( 80, true );
  73. var r, g, b, hasColors = false, colors;
  74. var defaultR, defaultG, defaultB, alpha;
  75. // process STL header
  76. // check for default color in header ("COLOR=rgba" sequence).
  77. for ( var index = 0; index < 80 - 10; index ++ ) {
  78. if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&
  79. ( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&
  80. ( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {
  81. hasColors = true;
  82. colors = [];
  83. defaultR = reader.getUint8( index + 6 ) / 255;
  84. defaultG = reader.getUint8( index + 7 ) / 255;
  85. defaultB = reader.getUint8( index + 8 ) / 255;
  86. alpha = reader.getUint8( index + 9 ) / 255;
  87. }
  88. }
  89. var dataOffset = 84;
  90. var faceLength = 12 * 4 + 2;
  91. var geometry = new THREE.BufferGeometry();
  92. var vertices = [];
  93. var normals = [];
  94. for ( var face = 0; face < faces; face ++ ) {
  95. var start = dataOffset + face * faceLength;
  96. var normalX = reader.getFloat32( start, true );
  97. var normalY = reader.getFloat32( start + 4, true );
  98. var normalZ = reader.getFloat32( start + 8, true );
  99. if ( hasColors ) {
  100. var packedColor = reader.getUint16( start + 48, true );
  101. if ( ( packedColor & 0x8000 ) === 0 ) {
  102. // facet has its own unique color
  103. r = ( packedColor & 0x1F ) / 31;
  104. g = ( ( packedColor >> 5 ) & 0x1F ) / 31;
  105. b = ( ( packedColor >> 10 ) & 0x1F ) / 31;
  106. } else {
  107. r = defaultR;
  108. g = defaultG;
  109. b = defaultB;
  110. }
  111. }
  112. for ( var i = 1; i <= 3; i ++ ) {
  113. var vertexstart = start + i * 12;
  114. vertices.push( reader.getFloat32( vertexstart, true ) );
  115. vertices.push( reader.getFloat32( vertexstart + 4, true ) );
  116. vertices.push( reader.getFloat32( vertexstart + 8, true ) );
  117. normals.push( normalX, normalY, normalZ );
  118. if ( hasColors ) {
  119. colors.push( r, g, b );
  120. }
  121. }
  122. }
  123. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  124. geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
  125. if ( hasColors ) {
  126. geometry.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
  127. geometry.hasColors = true;
  128. geometry.alpha = alpha;
  129. }
  130. return geometry;
  131. },
  132. parseASCII: function ( data ) {
  133. var geometry, patternFace, patternNormal, patternVertex, result, text, vertexCountPerFace, normalCountPerFace, faceCounter;
  134. faceCounter = vertexCountPerFace = normalCountPerFace = 0;
  135. geometry = new THREE.BufferGeometry();
  136. patternFace = /facet([\s\S]*?)endfacet/g;
  137. var patternFloat = /[\s]+([+-]?(?:\d+.\d+|\d+.|\d+|.\d+)(?:[eE][+-]?\d+)?)/.source;
  138. patternNormal = new RegExp( ''
  139. + 'normal'
  140. + patternFloat
  141. + patternFloat
  142. + patternFloat
  143. , 'g'
  144. );
  145. patternVertex = new RegExp( ''
  146. + 'vertex'
  147. + patternFloat
  148. + patternFloat
  149. + patternFloat
  150. , 'g'
  151. );
  152. var vertices = [];
  153. var normals = [];
  154. var normal = new THREE.Vector3();
  155. while ( ( result = patternFace.exec( data ) ) !== null ) {
  156. vertexCountPerFace = normalCountPerFace = 0;
  157. text = result[ 0 ];
  158. while ( ( result = patternNormal.exec( text ) ) !== null ) {
  159. normal.x = parseFloat( result[ 1 ] );
  160. normal.y = parseFloat( result[ 2 ] );
  161. normal.z = parseFloat( result[ 3 ] );
  162. normalCountPerFace ++;
  163. }
  164. while ( ( result = patternVertex.exec( text ) ) !== null ) {
  165. vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
  166. normals.push( normal.x, normal.y, normal.z );
  167. vertexCountPerFace ++;
  168. }
  169. // Every face have to own ONE valid normal
  170. if ( normalCountPerFace !== 1 ) {
  171. throw new Error( 'Something isn\'t right with the normal of face number ' + faceCounter );
  172. }
  173. // Each face have to own THREE valid vertices
  174. if ( vertexCountPerFace !== 3 ) {
  175. throw new Error( 'Something isn\'t right with the vertices of face number ' + faceCounter );
  176. }
  177. faceCounter ++;
  178. }
  179. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  180. geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
  181. return geometry;
  182. },
  183. ensureString: function ( buf ) {
  184. if ( typeof buf !== "string" ) {
  185. var array_buffer = new Uint8Array( buf );
  186. if ( window.TextDecoder !== undefined ) {
  187. return new TextDecoder().decode( array_buffer );
  188. }
  189. var str = '';
  190. for ( var i = 0, il = buf.byteLength; i < il; i ++ ) {
  191. str += String.fromCharCode( array_buffer[ i ] ); // implicitly assumes little-endian
  192. }
  193. return str;
  194. } else {
  195. return buf;
  196. }
  197. },
  198. ensureBinary: function ( buf ) {
  199. if ( typeof buf === "string" ) {
  200. var array_buffer = new Uint8Array( buf.length );
  201. for ( var i = 0; i < buf.length; i ++ ) {
  202. array_buffer[ i ] = buf.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
  203. }
  204. return array_buffer.buffer || array_buffer;
  205. } else {
  206. return buf;
  207. }
  208. }
  209. };