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- import { Nullable } from "babylonjs/types";
- import { Tools } from "babylonjs/Misc/tools";
- import { VertexBuffer } from "babylonjs/Meshes/buffer";
- import { Skeleton } from "babylonjs/Bones/skeleton";
- import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
- import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
- import { Mesh } from "babylonjs/Meshes/mesh";
- import { SceneLoader, ISceneLoaderPlugin, ISceneLoaderPluginExtensions } from "babylonjs/Loading/sceneLoader";
- import { AssetContainer } from "babylonjs/assetContainer";
- import { Scene } from "babylonjs/scene";
- /**
- * STL file type loader.
- * This is a babylon scene loader plugin.
- */
- export class STLFileLoader implements ISceneLoaderPlugin {
- /** @hidden */
- public solidPattern = /solid (\S*)([\S\s]*?)endsolid[ ]*(\S*)/g;
- /** @hidden */
- public facetsPattern = /facet([\s\S]*?)endfacet/g;
- /** @hidden */
- 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;
- /** @hidden */
- 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;
- /**
- * Defines the name of the plugin.
- */
- public 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
- */
- public extensions: ISceneLoaderPluginExtensions = {
- ".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
- * @param particleSystems The particle systems array to import into
- * @param skeletons The skeletons array to import into
- * @param onError The callback when import fails
- * @returns True if successful or false otherwise
- */
- public importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable<AbstractMesh[]>, particleSystems: Nullable<IParticleSystem[]>, skeletons: Nullable<Skeleton[]>): 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;
- }
- /**
- * 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
- * @param onError The callback when import fails
- * @returns true if successful or false otherwise
- */
- public load(scene: Scene, data: any, rootUrl: string): boolean {
- var result = this.importMesh(null, scene, data, rootUrl, null, null, 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
- * @param onError The callback when import fails
- * @returns The loaded asset container
- */
- public loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer {
- var container = new AssetContainer(scene);
- scene._blockEntityCollection = true;
- this.importMesh(null, scene, data, rootUrl, container.meshes, null, null);
- scene._blockEntityCollection = false;
- 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 (SceneLoader) {
- SceneLoader.RegisterPlugin(new STLFileLoader());
- }
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