STLLoader.js 9.7 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 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: true });
  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.MeshPhongMaterial({
  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. import {
  58. BufferAttribute,
  59. BufferGeometry,
  60. FileLoader,
  61. Float32BufferAttribute,
  62. Loader,
  63. LoaderUtils,
  64. Vector3
  65. } from "../../../build/three.module.js";
  66. var STLLoader = function ( manager ) {
  67. Loader.call( this, manager );
  68. };
  69. STLLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  70. constructor: STLLoader,
  71. load: function ( url, onLoad, onProgress, onError ) {
  72. var scope = this;
  73. var loader = new FileLoader( scope.manager );
  74. loader.setPath( scope.path );
  75. loader.setResponseType( 'arraybuffer' );
  76. loader.load( url, function ( text ) {
  77. try {
  78. onLoad( scope.parse( text ) );
  79. } catch ( e ) {
  80. if ( onError ) {
  81. onError( e );
  82. } else {
  83. console.error( e );
  84. }
  85. scope.manager.itemError( url );
  86. }
  87. }, onProgress, onError );
  88. },
  89. parse: function ( data ) {
  90. function isBinary( data ) {
  91. var expect, face_size, n_faces, reader;
  92. reader = new DataView( data );
  93. face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
  94. n_faces = reader.getUint32( 80, true );
  95. expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );
  96. if ( expect === reader.byteLength ) {
  97. return true;
  98. }
  99. // An ASCII STL data must begin with 'solid ' as the first six bytes.
  100. // However, ASCII STLs lacking the SPACE after the 'd' are known to be
  101. // plentiful. So, check the first 5 bytes for 'solid'.
  102. // Several encodings, such as UTF-8, precede the text with up to 5 bytes:
  103. // https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding
  104. // Search for "solid" to start anywhere after those prefixes.
  105. // US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
  106. var solid = [ 115, 111, 108, 105, 100 ];
  107. for ( var off = 0; off < 5; off ++ ) {
  108. // If "solid" text is matched to the current offset, declare it to be an ASCII STL.
  109. if ( matchDataViewAt( solid, reader, off ) ) return false;
  110. }
  111. // Couldn't find "solid" text at the beginning; it is binary STL.
  112. return true;
  113. }
  114. function matchDataViewAt( query, reader, offset ) {
  115. // Check if each byte in query matches the corresponding byte from the current offset
  116. for ( var i = 0, il = query.length; i < il; i ++ ) {
  117. if ( query[ i ] !== reader.getUint8( offset + i, false ) ) return false;
  118. }
  119. return true;
  120. }
  121. function parseBinary( data ) {
  122. var reader = new DataView( data );
  123. var faces = reader.getUint32( 80, true );
  124. var r, g, b, hasColors = false, colors;
  125. var defaultR, defaultG, defaultB, alpha;
  126. // process STL header
  127. // check for default color in header ("COLOR=rgba" sequence).
  128. for ( var index = 0; index < 80 - 10; index ++ ) {
  129. if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&
  130. ( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&
  131. ( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {
  132. hasColors = true;
  133. colors = new Float32Array( faces * 3 * 3 );
  134. defaultR = reader.getUint8( index + 6 ) / 255;
  135. defaultG = reader.getUint8( index + 7 ) / 255;
  136. defaultB = reader.getUint8( index + 8 ) / 255;
  137. alpha = reader.getUint8( index + 9 ) / 255;
  138. }
  139. }
  140. var dataOffset = 84;
  141. var faceLength = 12 * 4 + 2;
  142. var geometry = new BufferGeometry();
  143. var vertices = new Float32Array( faces * 3 * 3 );
  144. var normals = new Float32Array( faces * 3 * 3 );
  145. for ( var face = 0; face < faces; face ++ ) {
  146. var start = dataOffset + face * faceLength;
  147. var normalX = reader.getFloat32( start, true );
  148. var normalY = reader.getFloat32( start + 4, true );
  149. var normalZ = reader.getFloat32( start + 8, true );
  150. if ( hasColors ) {
  151. var packedColor = reader.getUint16( start + 48, true );
  152. if ( ( packedColor & 0x8000 ) === 0 ) {
  153. // facet has its own unique color
  154. r = ( packedColor & 0x1F ) / 31;
  155. g = ( ( packedColor >> 5 ) & 0x1F ) / 31;
  156. b = ( ( packedColor >> 10 ) & 0x1F ) / 31;
  157. } else {
  158. r = defaultR;
  159. g = defaultG;
  160. b = defaultB;
  161. }
  162. }
  163. for ( var i = 1; i <= 3; i ++ ) {
  164. var vertexstart = start + i * 12;
  165. var componentIdx = ( face * 3 * 3 ) + ( ( i - 1 ) * 3 );
  166. vertices[ componentIdx ] = reader.getFloat32( vertexstart, true );
  167. vertices[ componentIdx + 1 ] = reader.getFloat32( vertexstart + 4, true );
  168. vertices[ componentIdx + 2 ] = reader.getFloat32( vertexstart + 8, true );
  169. normals[ componentIdx ] = normalX;
  170. normals[ componentIdx + 1 ] = normalY;
  171. normals[ componentIdx + 2 ] = normalZ;
  172. if ( hasColors ) {
  173. colors[ componentIdx ] = r;
  174. colors[ componentIdx + 1 ] = g;
  175. colors[ componentIdx + 2 ] = b;
  176. }
  177. }
  178. }
  179. geometry.setAttribute( 'position', new BufferAttribute( vertices, 3 ) );
  180. geometry.setAttribute( 'normal', new BufferAttribute( normals, 3 ) );
  181. if ( hasColors ) {
  182. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  183. geometry.hasColors = true;
  184. geometry.alpha = alpha;
  185. }
  186. return geometry;
  187. }
  188. function parseASCII( data ) {
  189. var geometry = new BufferGeometry();
  190. var patternSolid = /solid([\s\S]*?)endsolid/g;
  191. var patternFace = /facet([\s\S]*?)endfacet/g;
  192. var faceCounter = 0;
  193. var patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
  194. var patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
  195. var patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
  196. var vertices = [];
  197. var normals = [];
  198. var normal = new Vector3();
  199. var result;
  200. var groupCount = 0;
  201. var startVertex = 0;
  202. var endVertex = 0;
  203. while ( ( result = patternSolid.exec( data ) ) !== null ) {
  204. startVertex = endVertex;
  205. var solid = result[ 0 ];
  206. while ( ( result = patternFace.exec( solid ) ) !== null ) {
  207. var vertexCountPerFace = 0;
  208. var normalCountPerFace = 0;
  209. var text = result[ 0 ];
  210. while ( ( result = patternNormal.exec( text ) ) !== null ) {
  211. normal.x = parseFloat( result[ 1 ] );
  212. normal.y = parseFloat( result[ 2 ] );
  213. normal.z = parseFloat( result[ 3 ] );
  214. normalCountPerFace ++;
  215. }
  216. while ( ( result = patternVertex.exec( text ) ) !== null ) {
  217. vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
  218. normals.push( normal.x, normal.y, normal.z );
  219. vertexCountPerFace ++;
  220. endVertex ++;
  221. }
  222. // every face have to own ONE valid normal
  223. if ( normalCountPerFace !== 1 ) {
  224. console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter );
  225. }
  226. // each face have to own THREE valid vertices
  227. if ( vertexCountPerFace !== 3 ) {
  228. console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter );
  229. }
  230. faceCounter ++;
  231. }
  232. var start = startVertex;
  233. var count = endVertex - startVertex;
  234. geometry.addGroup( start, count, groupCount );
  235. groupCount ++;
  236. }
  237. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  238. geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  239. return geometry;
  240. }
  241. function ensureString( buffer ) {
  242. if ( typeof buffer !== 'string' ) {
  243. return LoaderUtils.decodeText( new Uint8Array( buffer ) );
  244. }
  245. return buffer;
  246. }
  247. function ensureBinary( buffer ) {
  248. if ( typeof buffer === 'string' ) {
  249. var array_buffer = new Uint8Array( buffer.length );
  250. for ( var i = 0; i < buffer.length; i ++ ) {
  251. array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
  252. }
  253. return array_buffer.buffer || array_buffer;
  254. } else {
  255. return buffer;
  256. }
  257. }
  258. // start
  259. var binData = ensureBinary( data );
  260. return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
  261. }
  262. } );
  263. export { STLLoader };