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