/** * @author aleeper / http://adamleeper.com/ * @author mrdoob / http://mrdoob.com/ * @author gero3 / https://github.com/gero3 * @author Mugen87 / https://github.com/Mugen87 * * 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: THREE.VertexColors }); * } else { .... } * var mesh = new THREE.Mesh( geometry, material ); */ THREE.STLLoader = function (manager) { this.manager = (manager !== undefined) ? manager : THREE.DefaultLoadingManager; }; THREE.STLLoader.prototype = { constructor: THREE.STLLoader, load: function (url, onLoad, onProgress, onError) { var scope = this; var loader = new THREE.FileLoader(scope.manager); loader.setResponseType('arraybuffer'); loader.load(url, function (text) { onLoad(scope.parse(text)); }, 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'. // US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd' var solid = [115, 111, 108, 105, 100]; for (var i = 0; i < 5; i++) { // If solid[ i ] does not match the i-th byte, then it is not an // ASCII STL; hence, it is binary and return true. if (solid[i] != reader.getUint8(i, false)) return true; } // First 5 bytes read "solid"; declare it to be an ASCII STL return false; } 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 = []; 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 = []; var normals = []; 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; vertices.push(reader.getFloat32(vertexstart, true)); vertices.push(reader.getFloat32(vertexstart + 4, true)); vertices.push(reader.getFloat32(vertexstart + 8, true)); normals.push(normalX, normalY, normalZ); if (hasColors) { colors.push(r, g, b); } } } geometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array(vertices), 3)); geometry.addAttribute('normal', new THREE.BufferAttribute(new Float32Array(normals), 3)); if (hasColors) { geometry.addAttribute('color', new THREE.BufferAttribute(new Float32Array(colors), 3)); geometry.hasColors = true; geometry.alpha = alpha; } return geometry; } function parseASCII(data) { var geometry = new THREE.BufferGeometry(); var patternFace = /facet([\s\S]*?)endfacet/g; var faceCounter = 0; var patternFloat = /[\s]+([+-]?(?:\d+.\d+|\d+.|\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; while ((result = patternFace.exec(data)) !== 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++; } // 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++; } geometry.addAttribute('position', new THREE.Float32BufferAttribute(vertices, 3)); geometry.addAttribute('normal', new THREE.Float32BufferAttribute(normals, 3)); return geometry; } function ensureString(buffer) { if (typeof buffer !== 'string') { var array_buffer = new Uint8Array(buffer); if (window.TextDecoder !== undefined) { return new TextDecoder().decode(array_buffer); } var str = ''; for (var i = 0, il = buffer.byteLength; i < il; i++) { str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian } return str; } else { 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)); } };