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    Amira Abdel-Rahman committed
    console.warn( "THREE.STLLoader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
    /**
     * Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs.
     *
     * Supports both binary and ASCII encoded files, with automatic detection of type.
     *
     * The loader returns a non-indexed buffer geometry.
     *
     * Limitations:
     *  Binary decoding supports "Magics" color format (http://en.wikipedia.org/wiki/STL_(file_format)#Color_in_binary_STL).
     *  There is perhaps some question as to how valid it is to always assume little-endian-ness.
     *  ASCII decoding assumes file is UTF-8.
     *
     * Usage:
     *  var loader = new THREE.STLLoader();
     *  loader.load( './models/stl/slotted_disk.stl', function ( geometry ) {
     *    scene.add( new THREE.Mesh( geometry ) );
     *  });
     *
     * For binary STLs geometry might contain colors for vertices. To use it:
     *  // use the same code to load STL as above
     *  if (geometry.hasColors) {
     *    material = new THREE.MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: true });
     *  } else { .... }
     *  var mesh = new THREE.Mesh( geometry, material );
     *
     * For ASCII STLs containing multiple solids, each solid is assigned to a different group.
     * Groups can be used to assign a different color by defining an array of materials with the same length of
     * geometry.groups and passing it to the Mesh constructor:
     *
     * var mesh = new THREE.Mesh( geometry, material );
     *
     * For example:
     *
     *  var materials = [];
     *  var nGeometryGroups = geometry.groups.length;
     *
     *  var colorMap = ...; // Some logic to index colors.
     *
     *  for (var i = 0; i < nGeometryGroups; i++) {
     *
     *		var material = new THREE.MeshPhongMaterial({
     *			color: colorMap[i],
     *			wireframe: false
     *		});
     *
     *  }
     *
     *  materials.push(material);
     *  var mesh = new THREE.Mesh(geometry, materials);
     */
    
    
    THREE.STLLoader = function ( manager ) {
    
    	THREE.Loader.call( this, manager );
    
    };
    
    THREE.STLLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
    
    	constructor: THREE.STLLoader,
    
    	load: function ( url, onLoad, onProgress, onError ) {
    
    		var scope = this;
    
    		var loader = new THREE.FileLoader( scope.manager );
    		loader.setPath( scope.path );
    		loader.setResponseType( 'arraybuffer' );
    		loader.setRequestHeader( this.requestHeader );
    		loader.load( url, function ( text ) {
    
    			try {
    
    				onLoad( scope.parse( text ) );
    
    			} catch ( e ) {
    
    				if ( onError ) {
    
    					onError( e );
    
    				} else {
    
    					console.error( e );
    
    				}
    
    				scope.manager.itemError( url );
    
    			}
    
    		}, onProgress, onError );
    
    	},
    
    	parse: function ( data ) {
    
    		function isBinary( data ) {
    
    			var expect, face_size, n_faces, reader;
    			reader = new DataView( data );
    			face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
    			n_faces = reader.getUint32( 80, true );
    			expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );
    
    			if ( expect === reader.byteLength ) {
    
    				return true;
    
    			}
    
    			// An ASCII STL data must begin with 'solid ' as the first six bytes.
    			// However, ASCII STLs lacking the SPACE after the 'd' are known to be
    			// plentiful.  So, check the first 5 bytes for 'solid'.
    
    			// Several encodings, such as UTF-8, precede the text with up to 5 bytes:
    			// https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding
    			// Search for "solid" to start anywhere after those prefixes.
    
    			// US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
    
    			var solid = [ 115, 111, 108, 105, 100 ];
    
    			for ( var off = 0; off < 5; off ++ ) {
    
    				// If "solid" text is matched to the current offset, declare it to be an ASCII STL.
    
    				if ( matchDataViewAt( solid, reader, off ) ) return false;
    
    			}
    
    			// Couldn't find "solid" text at the beginning; it is binary STL.
    
    			return true;
    
    		}
    
    		function matchDataViewAt( query, reader, offset ) {
    
    			// Check if each byte in query matches the corresponding byte from the current offset
    
    			for ( var i = 0, il = query.length; i < il; i ++ ) {
    
    				if ( query[ i ] !== reader.getUint8( offset + i, false ) ) return false;
    
    			}
    
    			return true;
    
    		}
    
    		function parseBinary( data ) {
    
    			var reader = new DataView( data );
    			var faces = reader.getUint32( 80, true );
    
    			var r, g, b, hasColors = false, colors;
    			var defaultR, defaultG, defaultB, alpha;
    
    			// process STL header
    			// check for default color in header ("COLOR=rgba" sequence).
    
    			for ( var index = 0; index < 80 - 10; index ++ ) {
    
    				if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&
    					( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&
    					( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {
    
    					hasColors = true;
    					colors = new Float32Array( faces * 3 * 3 );
    
    					defaultR = reader.getUint8( index + 6 ) / 255;
    					defaultG = reader.getUint8( index + 7 ) / 255;
    					defaultB = reader.getUint8( index + 8 ) / 255;
    					alpha = reader.getUint8( index + 9 ) / 255;
    
    				}
    
    			}
    
    			var dataOffset = 84;
    			var faceLength = 12 * 4 + 2;
    
    			var geometry = new THREE.BufferGeometry();
    
    			var vertices = new Float32Array( faces * 3 * 3 );
    			var normals = new Float32Array( faces * 3 * 3 );
    
    			for ( var face = 0; face < faces; face ++ ) {
    
    				var start = dataOffset + face * faceLength;
    				var normalX = reader.getFloat32( start, true );
    				var normalY = reader.getFloat32( start + 4, true );
    				var normalZ = reader.getFloat32( start + 8, true );
    
    				if ( hasColors ) {
    
    					var packedColor = reader.getUint16( start + 48, true );
    
    					if ( ( packedColor & 0x8000 ) === 0 ) {
    
    						// facet has its own unique color
    
    						r = ( packedColor & 0x1F ) / 31;
    						g = ( ( packedColor >> 5 ) & 0x1F ) / 31;
    						b = ( ( packedColor >> 10 ) & 0x1F ) / 31;
    
    					} else {
    
    						r = defaultR;
    						g = defaultG;
    						b = defaultB;
    
    					}
    
    				}
    
    				for ( var i = 1; i <= 3; i ++ ) {
    
    					var vertexstart = start + i * 12;
    					var componentIdx = ( face * 3 * 3 ) + ( ( i - 1 ) * 3 );
    
    					vertices[ componentIdx ] = reader.getFloat32( vertexstart, true );
    					vertices[ componentIdx + 1 ] = reader.getFloat32( vertexstart + 4, true );
    					vertices[ componentIdx + 2 ] = reader.getFloat32( vertexstart + 8, true );
    
    					normals[ componentIdx ] = normalX;
    					normals[ componentIdx + 1 ] = normalY;
    					normals[ componentIdx + 2 ] = normalZ;
    
    					if ( hasColors ) {
    
    						colors[ componentIdx ] = r;
    						colors[ componentIdx + 1 ] = g;
    						colors[ componentIdx + 2 ] = b;
    
    					}
    
    				}
    
    			}
    
    			geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
    			geometry.setAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
    
    			if ( hasColors ) {
    
    				geometry.setAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
    				geometry.hasColors = true;
    				geometry.alpha = alpha;
    
    			}
    
    			return geometry;
    
    		}
    
    		function parseASCII( data ) {
    
    			var geometry = new THREE.BufferGeometry();
    			var patternSolid = /solid([\s\S]*?)endsolid/g;
    			var patternFace = /facet([\s\S]*?)endfacet/g;
    			var faceCounter = 0;
    
    			var patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
    			var patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
    			var patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
    
    			var vertices = [];
    			var normals = [];
    
    			var normal = new THREE.Vector3();
    
    			var result;
    
    			var groupCount = 0;
    			var startVertex = 0;
    			var endVertex = 0;
    
    			while ( ( result = patternSolid.exec( data ) ) !== null ) {
    
    				startVertex = endVertex;
    
    				var solid = result[ 0 ];
    
    				while ( ( result = patternFace.exec( solid ) ) !== null ) {
    
    					var vertexCountPerFace = 0;
    					var normalCountPerFace = 0;
    
    					var text = result[ 0 ];
    
    					while ( ( result = patternNormal.exec( text ) ) !== null ) {
    
    						normal.x = parseFloat( result[ 1 ] );
    						normal.y = parseFloat( result[ 2 ] );
    						normal.z = parseFloat( result[ 3 ] );
    						normalCountPerFace ++;
    
    					}
    
    					while ( ( result = patternVertex.exec( text ) ) !== null ) {
    
    						vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
    						normals.push( normal.x, normal.y, normal.z );
    						vertexCountPerFace ++;
    						endVertex ++;
    
    					}
    
    					// every face have to own ONE valid normal
    
    					if ( normalCountPerFace !== 1 ) {
    
    						console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter );
    
    					}
    
    					// each face have to own THREE valid vertices
    
    					if ( vertexCountPerFace !== 3 ) {
    
    						console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter );
    
    					}
    
    					faceCounter ++;
    
    				}
    
    				var start = startVertex;
    				var count = endVertex - startVertex;
    
    				geometry.addGroup( start, count, groupCount );
    				groupCount ++;
    
    			}
    
    			geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
    			geometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
    
    			return geometry;
    
    		}
    
    		function ensureString( buffer ) {
    
    			if ( typeof buffer !== 'string' ) {
    
    				return THREE.LoaderUtils.decodeText( new Uint8Array( buffer ) );
    
    			}
    
    			return buffer;
    
    		}
    
    		function ensureBinary( buffer ) {
    
    			if ( typeof buffer === 'string' ) {
    
    				var array_buffer = new Uint8Array( buffer.length );
    				for ( var i = 0; i < buffer.length; i ++ ) {
    
    					array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
    
    				}
    
    				return array_buffer.buffer || array_buffer;
    
    			} else {
    
    				return buffer;
    
    			}
    
    		}
    
    		// start
    
    		var binData = ensureBinary( data );
    
    		return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
    
    	}
    
    } );