You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
203 lines
3.9 KiB
203 lines
3.9 KiB
import {
|
|
Vector3
|
|
} from '../../../build/three.module.js';
|
|
|
|
/**
|
|
* Usage:
|
|
* const exporter = new STLExporter();
|
|
*
|
|
* // second argument is a list of options
|
|
* const data = exporter.parse( mesh, { binary: true } );
|
|
*
|
|
*/
|
|
|
|
class STLExporter {
|
|
|
|
parse( scene, options = {} ) {
|
|
|
|
const binary = options.binary !== undefined ? options.binary : false;
|
|
|
|
//
|
|
|
|
const objects = [];
|
|
let triangles = 0;
|
|
|
|
scene.traverse( function ( object ) {
|
|
|
|
if ( object.isMesh ) {
|
|
|
|
const geometry = object.geometry;
|
|
|
|
if ( geometry.isBufferGeometry !== true ) {
|
|
|
|
throw new Error( 'THREE.STLExporter: Geometry is not of type THREE.BufferGeometry.' );
|
|
|
|
}
|
|
|
|
const index = geometry.index;
|
|
const positionAttribute = geometry.getAttribute( 'position' );
|
|
|
|
triangles += ( index !== null ) ? ( index.count / 3 ) : ( positionAttribute.count / 3 );
|
|
|
|
objects.push( {
|
|
object3d: object,
|
|
geometry: geometry
|
|
} );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
let output;
|
|
let offset = 80; // skip header
|
|
|
|
if ( binary === true ) {
|
|
|
|
const bufferLength = triangles * 2 + triangles * 3 * 4 * 4 + 80 + 4;
|
|
const arrayBuffer = new ArrayBuffer( bufferLength );
|
|
output = new DataView( arrayBuffer );
|
|
output.setUint32( offset, triangles, true ); offset += 4;
|
|
|
|
} else {
|
|
|
|
output = '';
|
|
output += 'solid exported\n';
|
|
|
|
}
|
|
|
|
const vA = new Vector3();
|
|
const vB = new Vector3();
|
|
const vC = new Vector3();
|
|
const cb = new Vector3();
|
|
const ab = new Vector3();
|
|
const normal = new Vector3();
|
|
|
|
for ( let i = 0, il = objects.length; i < il; i ++ ) {
|
|
|
|
const object = objects[ i ].object3d;
|
|
const geometry = objects[ i ].geometry;
|
|
|
|
const index = geometry.index;
|
|
const positionAttribute = geometry.getAttribute( 'position' );
|
|
|
|
if ( index !== null ) {
|
|
|
|
// indexed geometry
|
|
|
|
for ( let j = 0; j < index.count; j += 3 ) {
|
|
|
|
const a = index.getX( j + 0 );
|
|
const b = index.getX( j + 1 );
|
|
const c = index.getX( j + 2 );
|
|
|
|
writeFace( a, b, c, positionAttribute, object );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// non-indexed geometry
|
|
|
|
for ( let j = 0; j < positionAttribute.count; j += 3 ) {
|
|
|
|
const a = j + 0;
|
|
const b = j + 1;
|
|
const c = j + 2;
|
|
|
|
writeFace( a, b, c, positionAttribute, object );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( binary === false ) {
|
|
|
|
output += 'endsolid exported\n';
|
|
|
|
}
|
|
|
|
return output;
|
|
|
|
function writeFace( a, b, c, positionAttribute, object ) {
|
|
|
|
vA.fromBufferAttribute( positionAttribute, a );
|
|
vB.fromBufferAttribute( positionAttribute, b );
|
|
vC.fromBufferAttribute( positionAttribute, c );
|
|
|
|
if ( object.isSkinnedMesh === true ) {
|
|
|
|
object.boneTransform( a, vA );
|
|
object.boneTransform( b, vB );
|
|
object.boneTransform( c, vC );
|
|
|
|
}
|
|
|
|
vA.applyMatrix4( object.matrixWorld );
|
|
vB.applyMatrix4( object.matrixWorld );
|
|
vC.applyMatrix4( object.matrixWorld );
|
|
|
|
writeNormal( vA, vB, vC );
|
|
|
|
writeVertex( vA );
|
|
writeVertex( vB );
|
|
writeVertex( vC );
|
|
|
|
if ( binary === true ) {
|
|
|
|
output.setUint16( offset, 0, true ); offset += 2;
|
|
|
|
} else {
|
|
|
|
output += '\t\tendloop\n';
|
|
output += '\tendfacet\n';
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function writeNormal( vA, vB, vC ) {
|
|
|
|
cb.subVectors( vC, vB );
|
|
ab.subVectors( vA, vB );
|
|
cb.cross( ab ).normalize();
|
|
|
|
normal.copy( cb ).normalize();
|
|
|
|
if ( binary === true ) {
|
|
|
|
output.setFloat32( offset, normal.x, true ); offset += 4;
|
|
output.setFloat32( offset, normal.y, true ); offset += 4;
|
|
output.setFloat32( offset, normal.z, true ); offset += 4;
|
|
|
|
} else {
|
|
|
|
output += '\tfacet normal ' + normal.x + ' ' + normal.y + ' ' + normal.z + '\n';
|
|
output += '\t\touter loop\n';
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function writeVertex( vertex ) {
|
|
|
|
if ( binary === true ) {
|
|
|
|
output.setFloat32( offset, vertex.x, true ); offset += 4;
|
|
output.setFloat32( offset, vertex.y, true ); offset += 4;
|
|
output.setFloat32( offset, vertex.z, true ); offset += 4;
|
|
|
|
} else {
|
|
|
|
output += '\t\t\tvertex ' + vertex.x + ' ' + vertex.y + ' ' + vertex.z + '\n';
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
export { STLExporter };
|
|
|