411 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			411 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	BufferAttribute, | ||
|  | 	BufferGeometry, | ||
|  | 	Color, | ||
|  | 	FileLoader, | ||
|  | 	Float32BufferAttribute, | ||
|  | 	Loader, | ||
|  | 	Vector3 | ||
|  | } from 'three'; | ||
|  | 
 | ||
|  | /** | ||
|  |  * 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: | ||
|  |  *  const loader = new 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 { .... } | ||
|  |  *  const 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: | ||
|  |  * | ||
|  |  * const mesh = new THREE.Mesh( geometry, material ); | ||
|  |  * | ||
|  |  * For example: | ||
|  |  * | ||
|  |  *  const materials = []; | ||
|  |  *  const nGeometryGroups = geometry.groups.length; | ||
|  |  * | ||
|  |  *  const colorMap = ...; // Some logic to index colors.
 | ||
|  |  * | ||
|  |  *  for (let i = 0; i < nGeometryGroups; i++) { | ||
|  |  * | ||
|  |  *		const material = new THREE.MeshPhongMaterial({ | ||
|  |  *			color: colorMap[i], | ||
|  |  *			wireframe: false | ||
|  |  *		}); | ||
|  |  * | ||
|  |  *  } | ||
|  |  * | ||
|  |  *  materials.push(material); | ||
|  |  *  const mesh = new THREE.Mesh(geometry, materials); | ||
|  |  */ | ||
|  | 
 | ||
|  | 
 | ||
|  | class STLLoader extends Loader { | ||
|  | 
 | ||
|  | 	constructor( manager ) { | ||
|  | 
 | ||
|  | 		super( manager ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	load( url, onLoad, onProgress, onError ) { | ||
|  | 
 | ||
|  | 		const scope = this; | ||
|  | 
 | ||
|  | 		const loader = new FileLoader( this.manager ); | ||
|  | 		loader.setPath( this.path ); | ||
|  | 		loader.setResponseType( 'arraybuffer' ); | ||
|  | 		loader.setRequestHeader( this.requestHeader ); | ||
|  | 		loader.setWithCredentials( this.withCredentials ); | ||
|  | 
 | ||
|  | 		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( data ) { | ||
|  | 
 | ||
|  | 		function isBinary( data ) { | ||
|  | 
 | ||
|  | 			const reader = new DataView( data ); | ||
|  | 			const face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 ); | ||
|  | 			const n_faces = reader.getUint32( 80, true ); | ||
|  | 			const 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'
 | ||
|  | 
 | ||
|  | 			const solid = [ 115, 111, 108, 105, 100 ]; | ||
|  | 
 | ||
|  | 			for ( let 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 ( let i = 0, il = query.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 				if ( query[ i ] !== reader.getUint8( offset + i ) ) return false; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return true; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function parseBinary( data ) { | ||
|  | 
 | ||
|  | 			const reader = new DataView( data ); | ||
|  | 			const faces = reader.getUint32( 80, true ); | ||
|  | 
 | ||
|  | 			let r, g, b, hasColors = false, colors; | ||
|  | 			let defaultR, defaultG, defaultB, alpha; | ||
|  | 
 | ||
|  | 			// process STL header
 | ||
|  | 			// check for default color in header ("COLOR=rgba" sequence).
 | ||
|  | 
 | ||
|  | 			for ( let 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; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const dataOffset = 84; | ||
|  | 			const faceLength = 12 * 4 + 2; | ||
|  | 
 | ||
|  | 			const geometry = new BufferGeometry(); | ||
|  | 
 | ||
|  | 			const vertices = new Float32Array( faces * 3 * 3 ); | ||
|  | 			const normals = new Float32Array( faces * 3 * 3 ); | ||
|  | 
 | ||
|  | 			const color = new Color(); | ||
|  | 
 | ||
|  | 			for ( let face = 0; face < faces; face ++ ) { | ||
|  | 
 | ||
|  | 				const start = dataOffset + face * faceLength; | ||
|  | 				const normalX = reader.getFloat32( start, true ); | ||
|  | 				const normalY = reader.getFloat32( start + 4, true ); | ||
|  | 				const normalZ = reader.getFloat32( start + 8, true ); | ||
|  | 
 | ||
|  | 				if ( hasColors ) { | ||
|  | 
 | ||
|  | 					const 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 ( let i = 1; i <= 3; i ++ ) { | ||
|  | 
 | ||
|  | 					const vertexstart = start + i * 12; | ||
|  | 					const 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 ) { | ||
|  | 
 | ||
|  | 						color.set( r, g, b ).convertSRGBToLinear(); | ||
|  | 
 | ||
|  | 						colors[ componentIdx ] = color.r; | ||
|  | 						colors[ componentIdx + 1 ] = color.g; | ||
|  | 						colors[ componentIdx + 2 ] = color.b; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			geometry.setAttribute( 'position', new BufferAttribute( vertices, 3 ) ); | ||
|  | 			geometry.setAttribute( 'normal', new BufferAttribute( normals, 3 ) ); | ||
|  | 
 | ||
|  | 			if ( hasColors ) { | ||
|  | 
 | ||
|  | 				geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) ); | ||
|  | 				geometry.hasColors = true; | ||
|  | 				geometry.alpha = alpha; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return geometry; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function parseASCII( data ) { | ||
|  | 
 | ||
|  | 			const geometry = new BufferGeometry(); | ||
|  | 			const patternSolid = /solid([\s\S]*?)endsolid/g; | ||
|  | 			const patternFace = /facet([\s\S]*?)endfacet/g; | ||
|  | 			const patternName = /solid\s(.+)/; | ||
|  | 			let faceCounter = 0; | ||
|  | 
 | ||
|  | 			const patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source; | ||
|  | 			const patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' ); | ||
|  | 			const patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' ); | ||
|  | 
 | ||
|  | 			const vertices = []; | ||
|  | 			const normals = []; | ||
|  | 			const groupNames = []; | ||
|  | 
 | ||
|  | 			const normal = new Vector3(); | ||
|  | 
 | ||
|  | 			let result; | ||
|  | 
 | ||
|  | 			let groupCount = 0; | ||
|  | 			let startVertex = 0; | ||
|  | 			let endVertex = 0; | ||
|  | 
 | ||
|  | 			while ( ( result = patternSolid.exec( data ) ) !== null ) { | ||
|  | 
 | ||
|  | 				startVertex = endVertex; | ||
|  | 
 | ||
|  | 				const solid = result[ 0 ]; | ||
|  | 
 | ||
|  | 				const name = ( result = patternName.exec( solid ) ) !== null ? result[ 1 ] : ''; | ||
|  | 				groupNames.push( name ); | ||
|  | 
 | ||
|  | 				while ( ( result = patternFace.exec( solid ) ) !== null ) { | ||
|  | 
 | ||
|  | 					let vertexCountPerFace = 0; | ||
|  | 					let normalCountPerFace = 0; | ||
|  | 
 | ||
|  | 					const 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 ++; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				const start = startVertex; | ||
|  | 				const count = endVertex - startVertex; | ||
|  | 
 | ||
|  | 				geometry.userData.groupNames = groupNames; | ||
|  | 
 | ||
|  | 				geometry.addGroup( start, count, groupCount ); | ||
|  | 				groupCount ++; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | ||
|  | 			geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | ||
|  | 
 | ||
|  | 			return geometry; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function ensureString( buffer ) { | ||
|  | 
 | ||
|  | 			if ( typeof buffer !== 'string' ) { | ||
|  | 
 | ||
|  | 				return new TextDecoder().decode( buffer ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return buffer; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function ensureBinary( buffer ) { | ||
|  | 
 | ||
|  | 			if ( typeof buffer === 'string' ) { | ||
|  | 
 | ||
|  | 				const array_buffer = new Uint8Array( buffer.length ); | ||
|  | 				for ( let 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
 | ||
|  | 
 | ||
|  | 		const binData = ensureBinary( data ); | ||
|  | 
 | ||
|  | 		return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | export { STLLoader }; |