diff -r 0760f2016167 -r 800e8da193a7 js/STLLoader.js --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/js/STLLoader.js Thu Apr 06 15:03:40 2017 +0200 @@ -0,0 +1,280 @@ +/** + * @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 ) { + + var isBinary = function () { + + var expect, face_size, n_faces, reader; + reader = new DataView( binData ); + 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; + + } + + // some binary files will have different size from expected, + // checking characters higher than ASCII to confirm is binary + var fileLength = reader.byteLength; + for ( var index = 0; index < fileLength; index ++ ) { + + if ( reader.getUint8( index, false ) > 127 ) { + + return true; + + } + + } + + return false; + + }; + + var binData = this.ensureBinary( data ); + + return isBinary() ? this.parseBinary( binData ) : this.parseASCII( this.ensureString( data ) ); + + }, + + parseBinary: function ( 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; + + }, + + parseASCII: function ( data ) { + + var geometry, length, patternFace, patternNormal, patternVertex, result, text; + geometry = new THREE.BufferGeometry(); + patternFace = /facet([\s\S]*?)endfacet/g; + + var vertices = []; + var normals = []; + + var normal = new THREE.Vector3(); + + while ( ( result = patternFace.exec( data ) ) !== null ) { + + text = result[ 0 ]; + patternNormal = /normal[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g; + + while ( ( result = patternNormal.exec( text ) ) !== null ) { + + normal.x = parseFloat( result[ 1 ] ); + normal.y = parseFloat( result[ 3 ] ); + normal.z = parseFloat( result[ 5 ] ); + + } + + patternVertex = /vertex[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g; + + while ( ( result = patternVertex.exec( text ) ) !== null ) { + + vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 3 ] ), parseFloat( result[ 5 ] ) ); + normals.push( normal.x, normal.y, normal.z ); + + } + + } + + geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) ); + geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) ); + + return geometry; + + }, + + ensureString: function ( buf ) { + + if ( typeof buf !== "string" ) { + + var array_buffer = new Uint8Array( buf ); + var strArray = []; + for ( var i = 0; i < buf.byteLength; i ++ ) { + + strArray.push(String.fromCharCode( array_buffer[ i ] )); // implicitly assumes little-endian + + } + return strArray.join(''); + + } else { + + return buf; + + } + + }, + + ensureBinary: function ( buf ) { + + if ( typeof buf === "string" ) { + + var array_buffer = new Uint8Array( buf.length ); + for ( var i = 0; i < buf.length; i ++ ) { + + array_buffer[ i ] = buf.charCodeAt( i ) & 0xff; // implicitly assumes little-endian + + } + return array_buffer.buffer || array_buffer; + + } else { + + return buf; + + } + + } + +};