/// 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 name = "stl"; // force data to come in as an ArrayBuffer // we'll convert to string if it looks like it's an ASCII .stl public extensions: ISceneLoaderPluginExtensions = { ".stl": { isBinary: true }, }; public importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable, particleSystems: Nullable, skeletons: Nullable): boolean { var matches; if (typeof data !== "string") { if (this.isBinary(data)) { // binary .stl var babylonMesh = new Mesh("stlmesh", scene); this.parseBinary(babylonMesh, data); if (meshes) { meshes.push(babylonMesh); } return true; } // ASCII .stl // convert to string var array_buffer = new Uint8Array(data); var str = ''; for (var i = 0; i < data.byteLength; i++) { str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian } data = str; } //if arrived here, data is a string, containing the STLA data. while (matches = this.solidPattern.exec(data)) { var meshName = matches[1]; var meshNameFromEnd = matches[3]; if (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"; var babylonMesh = new Mesh(meshName, scene); this.parseASCII(babylonMesh, matches[2]); if (meshes) { meshes.push(babylonMesh); } } return true; } public load(scene: Scene, data: any, rootUrl: string): boolean { var result = this.importMesh(null, scene, data, rootUrl, null, null, null); if (result) { scene.createDefaultCameraOrLight(); } return result; } public loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer { var container = new AssetContainer(scene); this.importMesh(null, scene, data, rootUrl, container.meshes, null, null); container.removeAllFromScene(); return container; } private isBinary(data: any) { // check if file size is correct for binary stl var faceSize, nFaces, reader; reader = new DataView(data); faceSize = (32 / 8 * 3) + ((32 / 8 * 3) * 3) + (16 / 8); nFaces = reader.getUint32(80, true); if (80 + (32 / 8) + (nFaces * faceSize) === reader.byteLength) { return true; } // check characters higher than ASCII to confirm binary var fileLength = reader.byteLength; for (var index = 0; index < fileLength; index++) { if (reader.getUint8(index) > 127) { return true; } } return false; } private parseBinary(mesh: Mesh, data: ArrayBuffer) { var reader = new DataView(data); var faces = reader.getUint32(80, true); var dataOffset = 84; var faceLength = 12 * 4 + 2; var offset = 0; var positions = new Float32Array(faces * 3 * 3); var normals = new Float32Array(faces * 3 * 3); var indices = new Uint32Array(faces * 3); var indicesCount = 0; 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); for (var i = 1; i <= 3; i++) { var vertexstart = start + i * 12; // ordering is intentional to match ascii import positions[offset] = reader.getFloat32(vertexstart, true); positions[offset + 2] = reader.getFloat32(vertexstart + 4, true); positions[offset + 1] = reader.getFloat32(vertexstart + 8, true); normals[offset] = normalX; normals[offset + 2] = normalY; normals[offset + 1] = normalZ; offset += 3; } 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); } private parseASCII(mesh: Mesh, solidData: string) { var positions = []; var normals = []; 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); } } if (BABYLON.SceneLoader) { BABYLON.SceneLoader.RegisterPlugin(new STLFileLoader()); } }