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- import {
- BufferAttribute,
- BufferGeometry,
- FileLoader,
- Float32BufferAttribute,
- Loader,
- LoaderUtils,
- 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 );
- 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 ) {
- colors[ componentIdx ] = r;
- colors[ componentIdx + 1 ] = g;
- colors[ componentIdx + 2 ] = 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;
- 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 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 ];
- 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.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 LoaderUtils.decodeText( new Uint8Array( 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 };
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