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- import { Tools } from "@babylonjs/core/Misc/tools.js";
- import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
- import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
- import { SceneLoader } from "@babylonjs/core/Loading/sceneLoader.js";
- import { AssetContainer } from "@babylonjs/core/assetContainer.js";
- /**
- * STL file type loader.
- * This is a babylon scene loader plugin.
- */
- export class STLFileLoader {
- constructor() {
- /** @internal */
- this.solidPattern = /solid (\S*)([\S\s]*?)endsolid[ ]*(\S*)/g;
- /** @internal */
- this.facetsPattern = /facet([\s\S]*?)endfacet/g;
- /** @internal */
- this.normalPattern = /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;
- /** @internal */
- this.vertexPattern = /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;
- /**
- * Defines the name of the plugin.
- */
- this.name = "stl";
- /**
- * Defines the extensions the stl loader is able to load.
- * force data to come in as an ArrayBuffer
- * we'll convert to string if it looks like it's an ASCII .stl
- */
- this.extensions = {
- ".stl": { isBinary: true },
- };
- }
- /**
- * Import meshes into a scene.
- * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
- * @param scene The scene to import into
- * @param data The data to import
- * @param rootUrl The root url for scene and resources
- * @param meshes The meshes array to import into
- * @returns True if successful or false otherwise
- */
- importMesh(meshesNames, scene, data, rootUrl, meshes) {
- let matches;
- if (typeof data !== "string") {
- if (this._isBinary(data)) {
- // binary .stl
- const babylonMesh = new Mesh("stlmesh", scene);
- this._parseBinary(babylonMesh, data);
- if (meshes) {
- meshes.push(babylonMesh);
- }
- return true;
- }
- // ASCII .stl
- // convert to string
- data = new TextDecoder().decode(new Uint8Array(data));
- }
- //if arrived here, data is a string, containing the STLA data.
- while ((matches = this.solidPattern.exec(data))) {
- let meshName = matches[1];
- const meshNameFromEnd = matches[3];
- if (meshNameFromEnd && meshName != meshNameFromEnd) {
- Tools.Error("Error in STL, solid name != endsolid name");
- return false;
- }
- // check meshesNames
- if (meshesNames && meshName) {
- if (meshesNames instanceof Array) {
- if (!meshesNames.indexOf(meshName)) {
- continue;
- }
- }
- else {
- if (meshName !== meshesNames) {
- continue;
- }
- }
- }
- // stl mesh name can be empty as well
- meshName = meshName || "stlmesh";
- const babylonMesh = new Mesh(meshName, scene);
- this._parseASCII(babylonMesh, matches[2]);
- if (meshes) {
- meshes.push(babylonMesh);
- }
- }
- return true;
- }
- /**
- * Load into a scene.
- * @param scene The scene to load into
- * @param data The data to import
- * @param rootUrl The root url for scene and resources
- * @returns true if successful or false otherwise
- */
- load(scene, data, rootUrl) {
- const result = this.importMesh(null, scene, data, rootUrl, null);
- return result;
- }
- /**
- * Load into an asset container.
- * @param scene The scene to load into
- * @param data The data to import
- * @param rootUrl The root url for scene and resources
- * @returns The loaded asset container
- */
- loadAssetContainer(scene, data, rootUrl) {
- const container = new AssetContainer(scene);
- scene._blockEntityCollection = true;
- this.importMesh(null, scene, data, rootUrl, container.meshes);
- scene._blockEntityCollection = false;
- return container;
- }
- _isBinary(data) {
- // check if file size is correct for binary stl
- const reader = new DataView(data);
- // A Binary STL header is 80 bytes, if the data size is not great than
- // that then it's not a binary STL.
- if (reader.byteLength <= 80) {
- return false;
- }
- const faceSize = (32 / 8) * 3 + (32 / 8) * 3 * 3 + 16 / 8;
- const nFaces = reader.getUint32(80, true);
- if (80 + 32 / 8 + nFaces * faceSize === reader.byteLength) {
- return true;
- }
- // US-ASCII begin with 's', 'o', 'l', 'i', 'd'
- const ascii = [115, 111, 108, 105, 100];
- for (let off = 0; off < 5; off++) {
- if (reader.getUint8(off) !== ascii[off]) {
- return true;
- }
- }
- return false;
- }
- _parseBinary(mesh, data) {
- const reader = new DataView(data);
- const faces = reader.getUint32(80, true);
- const dataOffset = 84;
- const faceLength = 12 * 4 + 2;
- let offset = 0;
- const positions = new Float32Array(faces * 3 * 3);
- const normals = new Float32Array(faces * 3 * 3);
- const indices = new Uint32Array(faces * 3);
- let indicesCount = 0;
- 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);
- for (let i = 1; i <= 3; i++) {
- const vertexstart = start + i * 12;
- // ordering is intentional to match ascii import
- positions[offset] = reader.getFloat32(vertexstart, true);
- normals[offset] = normalX;
- if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {
- positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);
- positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);
- normals[offset + 2] = normalY;
- normals[offset + 1] = normalZ;
- }
- else {
- positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);
- positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);
- normals[offset + 1] = normalY;
- normals[offset + 2] = normalZ;
- }
- offset += 3;
- }
- if (STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {
- indices[indicesCount] = indicesCount;
- indices[indicesCount + 1] = indicesCount + 2;
- indices[indicesCount + 2] = indicesCount + 1;
- indicesCount += 3;
- }
- else {
- indices[indicesCount] = indicesCount++;
- indices[indicesCount] = indicesCount++;
- indices[indicesCount] = indicesCount++;
- }
- }
- mesh.setVerticesData(VertexBuffer.PositionKind, positions);
- mesh.setVerticesData(VertexBuffer.NormalKind, normals);
- mesh.setIndices(indices);
- mesh.computeWorldMatrix(true);
- }
- _parseASCII(mesh, solidData) {
- const positions = [];
- const normals = [];
- const indices = [];
- let indicesCount = 0;
- //load facets, ignoring loop as the standard doesn't define it can contain more than vertices
- let matches;
- while ((matches = this.facetsPattern.exec(solidData))) {
- const facet = matches[1];
- //one normal per face
- const normalMatches = this.normalPattern.exec(facet);
- this.normalPattern.lastIndex = 0;
- if (!normalMatches) {
- continue;
- }
- const normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];
- let vertexMatch;
- while ((vertexMatch = this.vertexPattern.exec(facet))) {
- if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {
- positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));
- normals.push(normal[0], normal[1], normal[2]);
- }
- else {
- positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));
- // Flipping the second and third component because inverted
- // when normal was declared.
- normals.push(normal[0], normal[2], normal[1]);
- }
- }
- if (STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {
- indices.push(indicesCount, indicesCount + 2, indicesCount + 1);
- indicesCount += 3;
- }
- else {
- indices.push(indicesCount++, indicesCount++, indicesCount++);
- }
- this.vertexPattern.lastIndex = 0;
- }
- this.facetsPattern.lastIndex = 0;
- mesh.setVerticesData(VertexBuffer.PositionKind, positions);
- mesh.setVerticesData(VertexBuffer.NormalKind, normals);
- mesh.setIndices(indices);
- mesh.computeWorldMatrix(true);
- }
- }
- /**
- * Defines if Y and Z axes are swapped or not when loading an STL file.
- * The default is false to maintain backward compatibility. When set to
- * true, coordinates from the STL file are used without change.
- */
- STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES = false;
- if (SceneLoader) {
- SceneLoader.RegisterPlugin(new STLFileLoader());
- }
- //# sourceMappingURL=stlFileLoader.js.map
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