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							- 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 };
 
 
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