node-ejs-renderer/node_modules/three/examples/jsm/exporters/STLExporter.js

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2024-06-09 13:55:01 -04:00
import { Vector3 } from 'three';
/**
* Usage:
* const exporter = new STLExporter();
*
* // second argument is a list of options
* const data = exporter.parse( mesh, { binary: true } );
*
*/
class STLExporter {
parse( scene, options = {} ) {
options = Object.assign( {
binary: false
}, options );
const binary = options.binary;
//
const objects = [];
let triangles = 0;
scene.traverse( function ( object ) {
if ( object.isMesh ) {
const geometry = object.geometry;
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.applyBoneTransform( a, vA );
object.applyBoneTransform( b, vB );
object.applyBoneTransform( 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 };