mirror of
https://github.com/xibyte/jsketcher
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204 lines
4.5 KiB
JavaScript
204 lines
4.5 KiB
JavaScript
// copied from THREE.JS three/examples/js/exporters/STLExporter and slightly modified
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import {Mesh} from 'three';
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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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export class STLExporter {
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parse(shellViews, options = {}) {
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const binary = options.binary !== undefined ? options.binary : false; //
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const objects = [];
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let triangles = 0;
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shellViews.forEach(function (view) {
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if (!view.faceViews) {
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return;
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}
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view.faceViews.forEach(faceView => {
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const object = faceView.mesh;
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if (object instanceof Mesh) {
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const geometry = object.geometry;
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if (geometry.isBufferGeometry !== true) {
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throw new Error('THREE.STLExporter: Geometry is not of type THREE.BufferGeometry.');
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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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triangles += index !== null ? index.count / 3 : positionAttribute.count / 3;
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objects.push({
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object3d: object,
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geometry: geometry,
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modelId: view.model.id
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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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if (binary === true) {
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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);
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offset += 4;
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} else {
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output = '';
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output += 'solid exported\n';
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}
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const vA = new THREE.Vector3();
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const vB = new THREE.Vector3();
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const vC = new THREE.Vector3();
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const cb = new THREE.Vector3();
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const ab = new THREE.Vector3();
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const normal = new THREE.Vector3();
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for (let i = 0, il = objects.length; i < il; i++) {
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const object = objects[i].object3d;
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const geometry = objects[i].geometry;
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const index = geometry.index;
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const positionAttribute = geometry.getAttribute('position');
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if (index !== null) {
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// indexed geometry
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for (let j = 0; j < index.count; j += 3) {
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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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writeFace(a, b, c, positionAttribute, object);
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}
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} else {
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// non-indexed geometry
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for (let j = 0; j < positionAttribute.count; j += 3) {
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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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writeFace(a, b, c, positionAttribute, object);
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}
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}
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}
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if (binary === false) {
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output += 'endsolid exported\n';
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}
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return output;
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function writeFace(a, b, c, positionAttribute, object) {
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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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if (object.isSkinnedMesh === true) {
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object.boneTransform(a, vA);
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object.boneTransform(b, vB);
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object.boneTransform(c, vC);
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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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writeNormal(vA, vB, vC);
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writeVertex(vA);
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writeVertex(vB);
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writeVertex(vC);
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if (binary === true) {
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output.setUint16(offset, 0, true);
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offset += 2;
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} else {
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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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function writeNormal(vA, vB, vC) {
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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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normal.copy(cb).normalize();
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if (binary === true) {
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output.setFloat32(offset, normal.x, true);
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offset += 4;
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output.setFloat32(offset, normal.y, true);
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offset += 4;
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output.setFloat32(offset, normal.z, true);
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offset += 4;
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} else {
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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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function writeVertex(vertex) {
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if (binary === true) {
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output.setFloat32(offset, vertex.x, true);
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offset += 4;
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output.setFloat32(offset, vertex.y, true);
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offset += 4;
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output.setFloat32(offset, vertex.z, true);
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offset += 4;
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} else {
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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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