module BABYLON { export class STLFileLoader implements ISceneLoaderPlugin { public solidPattern = /solid (\S*)([\S\s]*)endsolid (\S*)/g; public facetsPattern = /facet([\s\S]*?)endfacet/g; public 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; public 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; public extensions = ".stl"; public importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean { var matches; while (matches = this.solidPattern.exec(data)) { var meshName = matches[1]; var meshNameFromEnd = matches[3]; if (meshName != meshNameFromEnd) { console.log("error in stl, solid name != endsolid name"); } //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"; var babylonMesh = new Mesh(meshName, scene); this.parseSolid(babylonMesh, matches[2]); } return true; } public load(scene: Scene, data: string, rootUrl: string): boolean { var result = this.importMesh(null, scene, data, rootUrl, null, null, null); if (result) { scene.createDefaultCameraOrLight(); } return result; } private parseSolid(mesh: Mesh, solidData: string) { var normals = []; var positions = []; var indices = []; var indicesCount = 0; //load facets, ignoring loop as the standard doesn't define it can contain more than vertices var matches; while (matches = this.facetsPattern.exec(solidData)) { var facet = matches[1]; //one normal per face var normalMatches = this.normalPattern.exec(facet); this.normalPattern.lastIndex = 0; if (!normalMatches) { continue; } var normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])]; var vertexMatch; while (vertexMatch = this.vertexPattern.exec(facet)) { positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3])); normals.push(normal[0], normal[1], normal[2]); } 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); } } BABYLON.SceneLoader.RegisterPlugin(new STLFileLoader()); }