200 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			200 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import { Vector3 } from 'three';
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| 
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| /**
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|  * Usage:
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|  *  const exporter = new STLExporter();
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|  *
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|  *  // second argument is a list of options
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|  *  const data = exporter.parse( mesh, { binary: true } );
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|  *
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|  */
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| 
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| class STLExporter {
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| 
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| 	parse( scene, options = {} ) {
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| 
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| 		options = Object.assign( {
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| 			binary: false
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| 		}, options );
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| 
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| 		const binary = options.binary;
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| 
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| 		//
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| 
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| 		const objects = [];
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| 		let triangles = 0;
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| 
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| 		scene.traverse( function ( object ) {
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| 
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| 			if ( object.isMesh ) {
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| 
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| 				const geometry = object.geometry;
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| 
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| 				const index = geometry.index;
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| 				const positionAttribute = geometry.getAttribute( 'position' );
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| 
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| 				triangles += ( index !== null ) ? ( index.count / 3 ) : ( positionAttribute.count / 3 );
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| 
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| 				objects.push( {
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| 					object3d: object,
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| 					geometry: geometry
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| 				} );
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| 
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| 			}
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| 
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| 		} );
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| 
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| 		let output;
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| 		let offset = 80; // skip header
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| 
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| 		if ( binary === true ) {
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| 
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| 			const bufferLength = triangles * 2 + triangles * 3 * 4 * 4 + 80 + 4;
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| 			const arrayBuffer = new ArrayBuffer( bufferLength );
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| 			output = new DataView( arrayBuffer );
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| 			output.setUint32( offset, triangles, true ); offset += 4;
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| 
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| 		} else {
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| 
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| 			output = '';
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| 			output += 'solid exported\n';
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| 
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| 		}
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| 
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| 		const vA = new Vector3();
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| 		const vB = new Vector3();
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| 		const vC = new Vector3();
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| 		const cb = new Vector3();
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| 		const ab = new Vector3();
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| 		const normal = new Vector3();
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| 
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| 		for ( let i = 0, il = objects.length; i < il; i ++ ) {
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| 
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| 			const object = objects[ i ].object3d;
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| 			const geometry = objects[ i ].geometry;
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| 
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| 			const index = geometry.index;
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| 			const positionAttribute = geometry.getAttribute( 'position' );
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| 
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| 			if ( index !== null ) {
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| 
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| 				// indexed geometry
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| 
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| 				for ( let j = 0; j < index.count; j += 3 ) {
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| 
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| 					const a = index.getX( j + 0 );
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| 					const b = index.getX( j + 1 );
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| 					const c = index.getX( j + 2 );
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| 
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| 					writeFace( a, b, c, positionAttribute, object );
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| 
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| 				}
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| 
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| 			} else {
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| 
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| 				// non-indexed geometry
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| 
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| 				for ( let j = 0; j < positionAttribute.count; j += 3 ) {
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| 
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| 					const a = j + 0;
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| 					const b = j + 1;
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| 					const c = j + 2;
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| 
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| 					writeFace( a, b, c, positionAttribute, object );
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| 
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| 				}
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| 
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| 			}
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| 
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| 		}
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| 
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| 		if ( binary === false ) {
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| 
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| 			output += 'endsolid exported\n';
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| 
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| 		}
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| 
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| 		return output;
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| 
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| 		function writeFace( a, b, c, positionAttribute, object ) {
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| 
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| 			vA.fromBufferAttribute( positionAttribute, a );
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| 			vB.fromBufferAttribute( positionAttribute, b );
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| 			vC.fromBufferAttribute( positionAttribute, c );
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| 
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| 			if ( object.isSkinnedMesh === true ) {
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| 
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| 				object.applyBoneTransform( a, vA );
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| 				object.applyBoneTransform( b, vB );
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| 				object.applyBoneTransform( c, vC );
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| 
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| 			}
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| 
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| 			vA.applyMatrix4( object.matrixWorld );
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| 			vB.applyMatrix4( object.matrixWorld );
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| 			vC.applyMatrix4( object.matrixWorld );
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| 
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| 			writeNormal( vA, vB, vC );
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| 
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| 			writeVertex( vA );
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| 			writeVertex( vB );
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| 			writeVertex( vC );
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| 
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| 			if ( binary === true ) {
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| 
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| 				output.setUint16( offset, 0, true ); offset += 2;
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| 
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| 			} else {
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| 
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| 				output += '\t\tendloop\n';
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| 				output += '\tendfacet\n';
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| 
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| 			}
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| 
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| 		}
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| 
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| 		function writeNormal( vA, vB, vC ) {
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| 
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| 			cb.subVectors( vC, vB );
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| 			ab.subVectors( vA, vB );
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| 			cb.cross( ab ).normalize();
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| 
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| 			normal.copy( cb ).normalize();
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| 
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| 			if ( binary === true ) {
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| 
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| 				output.setFloat32( offset, normal.x, true ); offset += 4;
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| 				output.setFloat32( offset, normal.y, true ); offset += 4;
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| 				output.setFloat32( offset, normal.z, true ); offset += 4;
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| 
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| 			} else {
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| 
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| 				output += '\tfacet normal ' + normal.x + ' ' + normal.y + ' ' + normal.z + '\n';
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| 				output += '\t\touter loop\n';
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| 
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| 			}
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| 
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| 		}
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| 
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| 		function writeVertex( vertex ) {
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| 
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| 			if ( binary === true ) {
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| 
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| 				output.setFloat32( offset, vertex.x, true ); offset += 4;
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| 				output.setFloat32( offset, vertex.y, true ); offset += 4;
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| 				output.setFloat32( offset, vertex.z, true ); offset += 4;
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| 
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| 			} else {
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| 
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| 				output += '\t\t\tvertex ' + vertex.x + ' ' + vertex.y + ' ' + vertex.z + '\n';
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| 
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| 			}
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| 
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| 		}
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| 
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| 	}
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| 
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| }
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| 
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| export { STLExporter };
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