STLLoader.js 9.6 KB

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  1. import {
  2. BufferAttribute,
  3. BufferGeometry,
  4. FileLoader,
  5. Float32BufferAttribute,
  6. Loader,
  7. LoaderUtils,
  8. Vector3
  9. } from '../../../build/three.module.js';
  10. /**
  11. * Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs.
  12. *
  13. * Supports both binary and ASCII encoded files, with automatic detection of type.
  14. *
  15. * The loader returns a non-indexed buffer geometry.
  16. *
  17. * Limitations:
  18. * Binary decoding supports "Magics" color format (http://en.wikipedia.org/wiki/STL_(file_format)#Color_in_binary_STL).
  19. * There is perhaps some question as to how valid it is to always assume little-endian-ness.
  20. * ASCII decoding assumes file is UTF-8.
  21. *
  22. * Usage:
  23. * var loader = new STLLoader();
  24. * loader.load( './models/stl/slotted_disk.stl', function ( geometry ) {
  25. * scene.add( new THREE.Mesh( geometry ) );
  26. * });
  27. *
  28. * For binary STLs geometry might contain colors for vertices. To use it:
  29. * // use the same code to load STL as above
  30. * if (geometry.hasColors) {
  31. * material = new THREE.MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: true });
  32. * } else { .... }
  33. * var mesh = new THREE.Mesh( geometry, material );
  34. *
  35. * For ASCII STLs containing multiple solids, each solid is assigned to a different group.
  36. * Groups can be used to assign a different color by defining an array of materials with the same length of
  37. * geometry.groups and passing it to the Mesh constructor:
  38. *
  39. * var mesh = new THREE.Mesh( geometry, material );
  40. *
  41. * For example:
  42. *
  43. * var materials = [];
  44. * var nGeometryGroups = geometry.groups.length;
  45. *
  46. * var colorMap = ...; // Some logic to index colors.
  47. *
  48. * for (var i = 0; i < nGeometryGroups; i++) {
  49. *
  50. * var material = new THREE.MeshPhongMaterial({
  51. * color: colorMap[i],
  52. * wireframe: false
  53. * });
  54. *
  55. * }
  56. *
  57. * materials.push(material);
  58. * var mesh = new THREE.Mesh(geometry, materials);
  59. */
  60. var STLLoader = function ( manager ) {
  61. Loader.call( this, manager );
  62. };
  63. STLLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  64. constructor: STLLoader,
  65. load: function ( url, onLoad, onProgress, onError ) {
  66. var scope = this;
  67. var loader = new FileLoader( this.manager );
  68. loader.setPath( this.path );
  69. loader.setResponseType( 'arraybuffer' );
  70. loader.setRequestHeader( this.requestHeader );
  71. loader.setWithCredentials( this.withCredentials );
  72. loader.load( url, function ( text ) {
  73. try {
  74. onLoad( scope.parse( text ) );
  75. } catch ( e ) {
  76. if ( onError ) {
  77. onError( e );
  78. } else {
  79. console.error( e );
  80. }
  81. scope.manager.itemError( url );
  82. }
  83. }, onProgress, onError );
  84. },
  85. parse: function ( data ) {
  86. function isBinary( data ) {
  87. var expect, face_size, n_faces, reader;
  88. reader = new DataView( data );
  89. face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
  90. n_faces = reader.getUint32( 80, true );
  91. expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );
  92. if ( expect === reader.byteLength ) {
  93. return true;
  94. }
  95. // An ASCII STL data must begin with 'solid ' as the first six bytes.
  96. // However, ASCII STLs lacking the SPACE after the 'd' are known to be
  97. // plentiful. So, check the first 5 bytes for 'solid'.
  98. // Several encodings, such as UTF-8, precede the text with up to 5 bytes:
  99. // https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding
  100. // Search for "solid" to start anywhere after those prefixes.
  101. // US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
  102. var solid = [ 115, 111, 108, 105, 100 ];
  103. for ( var off = 0; off < 5; off ++ ) {
  104. // If "solid" text is matched to the current offset, declare it to be an ASCII STL.
  105. if ( matchDataViewAt( solid, reader, off ) ) return false;
  106. }
  107. // Couldn't find "solid" text at the beginning; it is binary STL.
  108. return true;
  109. }
  110. function matchDataViewAt( query, reader, offset ) {
  111. // Check if each byte in query matches the corresponding byte from the current offset
  112. for ( var i = 0, il = query.length; i < il; i ++ ) {
  113. if ( query[ i ] !== reader.getUint8( offset + i, false ) ) return false;
  114. }
  115. return true;
  116. }
  117. function parseBinary( data ) {
  118. var reader = new DataView( data );
  119. var faces = reader.getUint32( 80, true );
  120. var r, g, b, hasColors = false, colors;
  121. var defaultR, defaultG, defaultB, alpha;
  122. // process STL header
  123. // check for default color in header ("COLOR=rgba" sequence).
  124. for ( var index = 0; index < 80 - 10; index ++ ) {
  125. if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&
  126. ( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&
  127. ( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {
  128. hasColors = true;
  129. colors = new Float32Array( faces * 3 * 3 );
  130. defaultR = reader.getUint8( index + 6 ) / 255;
  131. defaultG = reader.getUint8( index + 7 ) / 255;
  132. defaultB = reader.getUint8( index + 8 ) / 255;
  133. alpha = reader.getUint8( index + 9 ) / 255;
  134. }
  135. }
  136. var dataOffset = 84;
  137. var faceLength = 12 * 4 + 2;
  138. var geometry = new BufferGeometry();
  139. var vertices = new Float32Array( faces * 3 * 3 );
  140. var normals = new Float32Array( faces * 3 * 3 );
  141. for ( var face = 0; face < faces; face ++ ) {
  142. var start = dataOffset + face * faceLength;
  143. var normalX = reader.getFloat32( start, true );
  144. var normalY = reader.getFloat32( start + 4, true );
  145. var normalZ = reader.getFloat32( start + 8, true );
  146. if ( hasColors ) {
  147. var packedColor = reader.getUint16( start + 48, true );
  148. if ( ( packedColor & 0x8000 ) === 0 ) {
  149. // facet has its own unique color
  150. r = ( packedColor & 0x1F ) / 31;
  151. g = ( ( packedColor >> 5 ) & 0x1F ) / 31;
  152. b = ( ( packedColor >> 10 ) & 0x1F ) / 31;
  153. } else {
  154. r = defaultR;
  155. g = defaultG;
  156. b = defaultB;
  157. }
  158. }
  159. for ( var i = 1; i <= 3; i ++ ) {
  160. var vertexstart = start + i * 12;
  161. var componentIdx = ( face * 3 * 3 ) + ( ( i - 1 ) * 3 );
  162. vertices[ componentIdx ] = reader.getFloat32( vertexstart, true );
  163. vertices[ componentIdx + 1 ] = reader.getFloat32( vertexstart + 4, true );
  164. vertices[ componentIdx + 2 ] = reader.getFloat32( vertexstart + 8, true );
  165. normals[ componentIdx ] = normalX;
  166. normals[ componentIdx + 1 ] = normalY;
  167. normals[ componentIdx + 2 ] = normalZ;
  168. if ( hasColors ) {
  169. colors[ componentIdx ] = r;
  170. colors[ componentIdx + 1 ] = g;
  171. colors[ componentIdx + 2 ] = b;
  172. }
  173. }
  174. }
  175. geometry.setAttribute( 'position', new BufferAttribute( vertices, 3 ) );
  176. geometry.setAttribute( 'normal', new BufferAttribute( normals, 3 ) );
  177. if ( hasColors ) {
  178. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  179. geometry.hasColors = true;
  180. geometry.alpha = alpha;
  181. }
  182. return geometry;
  183. }
  184. function parseASCII( data ) {
  185. var geometry = new BufferGeometry();
  186. var patternSolid = /solid([\s\S]*?)endsolid/g;
  187. var patternFace = /facet([\s\S]*?)endfacet/g;
  188. var faceCounter = 0;
  189. var patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
  190. var patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
  191. var patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
  192. var vertices = [];
  193. var normals = [];
  194. var normal = new Vector3();
  195. var result;
  196. var groupCount = 0;
  197. var startVertex = 0;
  198. var endVertex = 0;
  199. while ( ( result = patternSolid.exec( data ) ) !== null ) {
  200. startVertex = endVertex;
  201. var solid = result[ 0 ];
  202. while ( ( result = patternFace.exec( solid ) ) !== null ) {
  203. var vertexCountPerFace = 0;
  204. var normalCountPerFace = 0;
  205. var text = result[ 0 ];
  206. while ( ( result = patternNormal.exec( text ) ) !== null ) {
  207. normal.x = parseFloat( result[ 1 ] );
  208. normal.y = parseFloat( result[ 2 ] );
  209. normal.z = parseFloat( result[ 3 ] );
  210. normalCountPerFace ++;
  211. }
  212. while ( ( result = patternVertex.exec( text ) ) !== null ) {
  213. vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
  214. normals.push( normal.x, normal.y, normal.z );
  215. vertexCountPerFace ++;
  216. endVertex ++;
  217. }
  218. // every face have to own ONE valid normal
  219. if ( normalCountPerFace !== 1 ) {
  220. console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter );
  221. }
  222. // each face have to own THREE valid vertices
  223. if ( vertexCountPerFace !== 3 ) {
  224. console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter );
  225. }
  226. faceCounter ++;
  227. }
  228. var start = startVertex;
  229. var count = endVertex - startVertex;
  230. geometry.addGroup( start, count, groupCount );
  231. groupCount ++;
  232. }
  233. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  234. geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  235. return geometry;
  236. }
  237. function ensureString( buffer ) {
  238. if ( typeof buffer !== 'string' ) {
  239. return 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. } );
  259. export { STLLoader };