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exporter.js
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exporter.js
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/**
* 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 ( 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 !== true ) {
throw new Error( 'THREE.STLExporter: Geometry is not of type THREE.BufferGeometry.' );
}
var index = geometry.index;
var positionAttribute = geometry.getAttribute( 'position' );
triangles += ( index !== null ) ? ( index.count / 3 ) : ( positionAttribute.count / 3 );
objects.push( {
object3d: object,
geometry: geometry
} );
}
} );
var output;
var offset = 80; // skip header
if ( binary === true ) {
var bufferLength = triangles * 2 + triangles * 3 * 4 * 4 + 80 + 4;
var arrayBuffer = new ArrayBuffer( bufferLength );
output = new DataView( arrayBuffer );
output.setUint32( offset, triangles, true ); offset += 4;
} else {
output = '';
output += 'solid exported\n';
}
var vA = new THREE.Vector3();
var vB = new THREE.Vector3();
var vC = new THREE.Vector3();
var cb = new THREE.Vector3();
var ab = new THREE.Vector3();
var normal = new THREE.Vector3();
for ( var i = 0, il = objects.length; i < il; i ++ ) {
var object = objects[ i ].object3d;
var geometry = objects[ i ].geometry;
var index = geometry.index;
var positionAttribute = geometry.getAttribute( 'position' );
if ( index !== null ) {
// indexed geometry
for ( var j = 0; j < index.count; j += 3 ) {
var a = index.getX( j + 0 );
var b = index.getX( j + 1 );
var c = index.getX( j + 2 );
writeFace( a, b, c, positionAttribute, object );
}
} else {
// non-indexed geometry
for ( var j = 0; j < positionAttribute.count; j += 3 ) {
var a = j + 0;
var b = j + 1;
var 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';
}
}
}
};