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/** | |
* @author kovacsv / http://kovacsv.hu/ | |
* @author mrdoob / http://mrdoob.com/ | |
* @author mudcube / http://mudcu.be/ | |
* @author Mugen87 / https://github.com/Mugen87 | |
* | |
* Usage: | |
* var exporter = new THREE.STLExporter(); | |
* | |
* // second argument is a list of options | |
* var data = exporter.parse( mesh, { binary: true } ); | |
* | |
*/ | |
THREE.STLExporter = function () {}; | |
THREE.STLExporter.prototype = { | |
constructor: THREE.STLExporter, | |
parse: ( function () { | |
var vector = new THREE.Vector3(); | |
var normalMatrixWorld = new THREE.Matrix3(); | |
return function parse( scene, options ) { | |
if ( options === undefined ) options = {}; | |
var binary = options.binary !== undefined ? options.binary : false; | |
// | |
var objects = []; | |
var triangles = 0; | |
scene.traverse( function ( object ) { | |
if ( object.isMesh ) { | |
var geometry = object.geometry; | |
if ( geometry.isBufferGeometry ) { | |
geometry = new THREE.Geometry().fromBufferGeometry( geometry ); | |
} | |
if ( geometry.isGeometry ) { | |
triangles += geometry.faces.length; | |
objects.push( { | |
geometry: geometry, | |
matrixWorld: object.matrixWorld | |
} ); | |
} | |
} | |
} ); | |
if ( binary ) { | |
var offset = 80; // skip header | |
var bufferLength = triangles * 2 + triangles * 3 * 4 * 4 + 80 + 4; | |
var arrayBuffer = new ArrayBuffer( bufferLength ); | |
var output = new DataView( arrayBuffer ); | |
output.setUint32( offset, triangles, true ); offset += 4; | |
for ( var i = 0, il = objects.length; i < il; i ++ ) { | |
var object = objects[ i ]; | |
var vertices = object.geometry.vertices; | |
var faces = object.geometry.faces; | |
var matrixWorld = object.matrixWorld; | |
normalMatrixWorld.getNormalMatrix( matrixWorld ); | |
for ( var j = 0, jl = faces.length; j < jl; j ++ ) { | |
var face = faces[ j ]; | |
vector.copy( face.normal ).applyMatrix3( normalMatrixWorld ).normalize(); | |
output.setFloat32( offset, vector.x, true ); offset += 4; // normal | |
output.setFloat32( offset, vector.y, true ); offset += 4; | |
output.setFloat32( offset, vector.z, true ); offset += 4; | |
var indices = [ face.a, face.b, face.c ]; | |
for ( var k = 0; k < 3; k ++ ) { | |
vector.copy( vertices[ indices[ k ] ] ).applyMatrix4( matrixWorld ); | |
output.setFloat32( offset, vector.x, true ); offset += 4; // vertices | |
output.setFloat32( offset, vector.y, true ); offset += 4; | |
output.setFloat32( offset, vector.z, true ); offset += 4; | |
} | |
output.setUint16( offset, 0, true ); offset += 2; // attribute byte count | |
} | |
} | |
return output; | |
} else { | |
var output = ''; | |
output += 'solid exported\n'; | |
for ( var i = 0, il = objects.length; i < il; i ++ ) { | |
var object = objects[ i ]; | |
var vertices = object.geometry.vertices; | |
var faces = object.geometry.faces; | |
var matrixWorld = object.matrixWorld; | |
normalMatrixWorld.getNormalMatrix( matrixWorld ); | |
for ( var j = 0, jl = faces.length; j < jl; j ++ ) { | |
var face = faces[ j ]; | |
vector.copy( face.normal ).applyMatrix3( normalMatrixWorld ).normalize(); | |
output += '\tfacet normal ' + vector.x + ' ' + vector.y + ' ' + vector.z + '\n'; | |
output += '\t\touter loop\n'; | |
var indices = [ face.a, face.b, face.c ]; | |
for ( var k = 0; k < 3; k ++ ) { | |
vector.copy( vertices[ indices[ k ] ] ).applyMatrix4( matrixWorld ); | |
output += '\t\t\tvertex ' + vector.x + ' ' + vector.y + ' ' + vector.z + '\n'; | |
} | |
output += '\t\tendloop\n'; | |
output += '\tendfacet\n'; | |
} | |
} | |
output += 'endsolid exported\n'; | |
return output; | |
} | |
}; | |
}() ) | |
}; | |