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							- ( function () {
 
- 	/**
 
-  * 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 THREE.Vector3();
 
- 			const vB = new THREE.Vector3();
 
- 			const vC = new THREE.Vector3();
 
- 			const cb = new THREE.Vector3();
 
- 			const ab = new THREE.Vector3();
 
- 			const normal = new THREE.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';
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	THREE.STLExporter = STLExporter;
 
- } )();
 
 
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